godot/servers/rendering/renderer_rd/storage_rd
Hugo Locurcio 09bedcead4
Add a per-light volumetric fog energy property
Per-light energy gives more control to the user on the final result of
volumetric fog. Specific lights can be fully excluded from volumetric fog
by setting their volumetric fog energy to 0, which improves performance
slightly. This can also be used to prevent short-lived dynamic effects
from poorly interacting with volumetric fog, as it's updated over several
frames by default unless temporal reprojection is disabled.

Volumetric fog shadows now obey Light3D's Shadow Opacity property as well.

The shadow fog fade property was removed as it had little visible impact
on the final scene's rendering.
2022-08-30 20:03:38 +02:00
..
light_storage.cpp Add a per-light volumetric fog energy property 2022-08-30 20:03:38 +02:00
light_storage.h Add a per-light volumetric fog energy property 2022-08-30 20:03:38 +02:00
material_storage.cpp Merge pull request #64167 from clayjohn/screen-texture-hint 2022-08-19 21:51:39 +02:00
material_storage.h Rename shader parameter uniform setter/getter methods for consistency 2022-08-04 23:17:06 +02:00
mesh_storage.cpp Merge pull request #60309 from The-O-King/oct 2022-08-22 19:29:21 +02:00
mesh_storage.h Changed storage structs to private 2022-08-01 11:59:14 +10:00
particles_storage.cpp Rename ParticlesMaterial to ParticleProcessMaterial 2022-08-26 02:53:08 +02:00
particles_storage.h Rename ParticlesMaterial to ParticleProcessMaterial 2022-08-26 02:53:08 +02:00
SCsub Split dummy renderer classes into separate files 2022-03-16 17:43:10 +11:00
texture_storage.cpp Implement MSAA for 2D [Vulkan only] 2022-08-13 01:09:48 +02:00
texture_storage.h Implement MSAA for 2D [Vulkan only] 2022-08-13 01:09:48 +02:00
utilities.cpp Fix macOS and iOS defines in the rendering code. 2022-08-08 17:51:31 +03:00
utilities.h Code quality: Fix header guards consistency 2022-07-25 11:17:40 +02:00