diff options
Diffstat (limited to 'servers/rendering/renderer_rd')
| -rw-r--r-- | servers/rendering/renderer_rd/environment/sky.cpp | 2 | ||||
| -rw-r--r-- | servers/rendering/renderer_rd/shaders/environment/sky.glsl | 8 |
2 files changed, 5 insertions, 5 deletions
diff --git a/servers/rendering/renderer_rd/environment/sky.cpp b/servers/rendering/renderer_rd/environment/sky.cpp index ed0a67f72a..f79d6d311e 100644 --- a/servers/rendering/renderer_rd/environment/sky.cpp +++ b/servers/rendering/renderer_rd/environment/sky.cpp @@ -1619,7 +1619,7 @@ void SkyRD::update_dirty_skys() { if (sky->mode == RS::SKY_MODE_REALTIME) { layers = 8; if (roughness_layers != 8) { - WARN_PRINT("When using REALTIME skies, roughness_layers should be set to 8 in the project settings for best quality reflections"); + WARN_PRINT("When using the Real-Time sky update mode (or Automatic with a sky shader using \"TIME\"), \"rendering/reflections/sky_reflections/roughness_layers\" should be set to 8 in the project settings for best quality reflections."); } } diff --git a/servers/rendering/renderer_rd/shaders/environment/sky.glsl b/servers/rendering/renderer_rd/shaders/environment/sky.glsl index bf974a3fd5..e8e5de7020 100644 --- a/servers/rendering/renderer_rd/shaders/environment/sky.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/sky.glsl @@ -260,6 +260,10 @@ void main() { frag_color.rgb = color; frag_color.a = alpha; + // For mobile renderer we're multiplying by 0.5 as we're using a UNORM buffer. + // For both mobile and clustered, we also bake in the exposure value for the environment and camera. + frag_color.rgb = frag_color.rgb * params.luminance_multiplier; + #if !defined(DISABLE_FOG) && !defined(USE_CUBEMAP_PASS) // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky. @@ -285,10 +289,6 @@ void main() { frag_color.a = 0.0; } - // For mobile renderer we're multiplying by 0.5 as we're using a UNORM buffer. - // For both mobile and clustered, we also bake in the exposure value for the environment and camera. - frag_color.rgb = frag_color.rgb * params.luminance_multiplier; - #ifdef USE_DEBANDING frag_color.rgb += interleaved_gradient_noise(gl_FragCoord.xy); #endif |
