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authorRémi Verschelde <rverschelde@gmail.com>2020-12-09 09:02:04 +0100
committerGitHub <noreply@github.com>2020-12-09 09:02:04 +0100
commitf9e3750cedc359b9f9e4349a4ce7a5d2729eb933 (patch)
tree12fa5b2415dbd1f5c40a5364ca49aee4027309bf
parent719d6980deef2015699e515884e28051fdee9cee (diff)
parent88f70b0c05bd9d09a2954c6e4d02c95ebb9bac0c (diff)
Merge pull request #44206 from Calinou/physical-sky-increase-dithering
Increase dithering in the PhysicalSkyMaterial shader to combat banding
-rw-r--r--scene/resources/sky_material.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/scene/resources/sky_material.cpp b/scene/resources/sky_material.cpp
index 69e8e0b5bd..05bb13a1e0 100644
--- a/scene/resources/sky_material.cpp
+++ b/scene/resources/sky_material.cpp
@@ -568,7 +568,7 @@ PhysicalSkyMaterial::PhysicalSkyMaterial() {
code += "\tCOLOR = pow(color, vec3(1.0 / (1.2 + (1.2 * sun_fade))));\n";
code += "\tCOLOR *= exposure;\n";
code += "\t// Make optional, eliminates banding\n";
- code += "\tCOLOR += (hash(EYEDIR * 1741.9782) * 0.08 - 0.04) * 0.008 * dither_strength;\n";
+ code += "\tCOLOR += (hash(EYEDIR * 1741.9782) * 0.08 - 0.04) * 0.016 * dither_strength;\n";
code += "}\n";
shader = RS::get_singleton()->shader_create();