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authorHugo Locurcio <hugo.locurcio@hugo.pro>2022-02-23 23:54:06 +0100
committerHugo Locurcio <hugo.locurcio@hugo.pro>2022-09-01 19:07:39 +0200
commit699e9f79669ce4759e4e899f68051cb36e5ee7ba (patch)
treeb6ab5c06a3b95a3a95d19689c8ef931974187487 /servers/rendering_server.h
parentde5f13e9356c1c075ced91893a67164f062b36bc (diff)
downloadredot-engine-699e9f79669ce4759e4e899f68051cb36e5ee7ba.tar.gz
Add Environment properties to control fog rendering on background sky
Values lower than 1.0 can be used to make the fog rendering not fully obstruct the sky. This can be desired when using fog as a purely atmospheric effect, without intending to use fog for open world fog fading. When set to 0.0, fog rendering behavior will be similar to Godot 3.x where sky rendering was never affected by fog.
Diffstat (limited to 'servers/rendering_server.h')
-rw-r--r--servers/rendering_server.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/servers/rendering_server.h b/servers/rendering_server.h
index efa8a24325..b38a8905bb 100644
--- a/servers/rendering_server.h
+++ b/servers/rendering_server.h
@@ -1117,9 +1117,9 @@ public:
virtual void environment_set_sdfgi_frames_to_update_light(EnvironmentSDFGIFramesToUpdateLight p_update) = 0;
- virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) = 0;
+ virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective, float p_sky_affect) = 0;
- virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) = 0;
+ virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject, float p_sky_affect) = 0;
virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0;
virtual void environment_set_volumetric_fog_filter_active(bool p_enable) = 0;