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authorJuan Linietsky <reduzio@gmail.com>2020-04-03 23:42:26 -0300
committerJuan Linietsky <reduzio@gmail.com>2020-04-04 11:44:28 -0300
commitc54f80d35c5e91451b9feaac3a3187470cc069b4 (patch)
treefc013ab970dc0c79e322ba511a486e718ad0f0a6 /servers/rendering/rendering_server_wrap_mt.h
parentaeb95ef006109cbebc1a7d1e15f09e509c864583 (diff)
downloadredot-engine-c54f80d35c5e91451b9feaac3a3187470cc069b4.tar.gz
Re-implement subsurface scattering.
The size settings are more "just works", with default scale and depth scale values that don't need much tweaking. Additionally, a "skin" mode was added so skin looks better. EDIT: Cleaned up SSR filter shader a bit.
Diffstat (limited to 'servers/rendering/rendering_server_wrap_mt.h')
-rw-r--r--servers/rendering/rendering_server_wrap_mt.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/servers/rendering/rendering_server_wrap_mt.h b/servers/rendering/rendering_server_wrap_mt.h
index 13dad3ec18..d0f711838c 100644
--- a/servers/rendering/rendering_server_wrap_mt.h
+++ b/servers/rendering/rendering_server_wrap_mt.h
@@ -456,6 +456,8 @@ public:
FUNC5(environment_set_fog_height, RID, bool, float, float, float)
FUNC2(screen_space_roughness_limiter_set_active, bool, float)
+ FUNC1(sub_surface_scattering_set_quality, SubSurfaceScatteringQuality)
+ FUNC2(sub_surface_scattering_set_scale, float, float)
FUNCRID(camera_effects)