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author | Rémi Verschelde <rverschelde@gmail.com> | 2022-09-01 23:52:34 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2022-09-01 23:52:34 +0200 |
commit | d63c6fc46351532d02a283d041fd98ad9278022f (patch) | |
tree | 06a6a04b6754a1da94693e04359232ccf084e610 /doc | |
parent | 4cca7bd97778dd01637ddb6fd3dbb32e6d37db0b (diff) | |
parent | 699e9f79669ce4759e4e899f68051cb36e5ee7ba (diff) |
Merge pull request #60185 from Calinou/environment-fog-and-sky-affect
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/Environment.xml | 9 | ||||
-rw-r--r-- | doc/classes/RenderingServer.xml | 2 |
2 files changed, 10 insertions, 1 deletions
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index 0182d543e1..695f2cbc66 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -82,7 +82,7 @@ The background mode. See [enum BGMode] for possible values. </member> <member name="fog_aerial_perspective" type="float" setter="set_fog_aerial_perspective" getter="get_fog_aerial_perspective" default="0.0"> - Blend factor between the fog's color and the color of the background [Sky]. Must have [member background_mode] set to [constant BG_SKY]. + If set above [code]0.0[/code] (exclusive), blends between the fog's color and the color of the background [Sky]. This has a small performance cost when set above [code]0.0[/code]. Must have [member background_mode] set to [constant BG_SKY]. This is useful to simulate [url=https://en.wikipedia.org/wiki/Aerial_perspective]aerial perspective[/url] in large scenes with low density fog. However, it is not very useful for high-density fog, as the sky will shine through. When set to [code]1.0[/code], the fog color comes completely from the [Sky]. If set to [code]0.0[/code], aerial perspective is disabled. </member> <member name="fog_density" type="float" setter="set_fog_density" getter="get_fog_density" default="0.01"> @@ -103,6 +103,10 @@ <member name="fog_light_energy" type="float" setter="set_fog_light_energy" getter="get_fog_light_energy" default="1.0"> The fog's brightness. Higher values result in brighter fog. </member> + <member name="fog_sky_affect" type="float" setter="set_fog_sky_affect" getter="get_fog_sky_affect" default="1.0"> + The factor to use when affecting the sky with non-volumetric fog. [code]1.0[/code] means that fog can fully obscure the sky. Lower values reduce the impact of fog on sky rendering, with [code]0.0[/code] not affecting sky rendering at all. + [b]Note:[/b] [member fog_sky_affect] has no visual effect if [member fog_aerial_perspective] is [code]1.0[/code]. + </member> <member name="fog_sun_scatter" type="float" setter="set_fog_sun_scatter" getter="get_fog_sun_scatter" default="0.0"> If set above [code]0.0[/code], renders the scene's directional light(s) in the fog color depending on the view angle. This can be used to give the impression that the sun is "piercing" through the fog. </member> @@ -315,6 +319,9 @@ <member name="volumetric_fog_length" type="float" setter="set_volumetric_fog_length" getter="get_volumetric_fog_length" default="64.0"> The distance over which the volumetric fog is computed. Increase to compute fog over a greater range, decrease to add more detail when a long range is not needed. For best quality fog, keep this as low as possible. </member> + <member name="volumetric_fog_sky_affect" type="float" setter="set_volumetric_fog_sky_affect" getter="get_volumetric_fog_sky_affect" default="1.0"> + The factor to use when affecting the sky with volumetric fog. [code]1.0[/code] means that volumetric fog can fully obscure the sky. Lower values reduce the impact of volumetric fog on sky rendering, with [code]0.0[/code] not affecting sky rendering at all. + </member> <member name="volumetric_fog_temporal_reprojection_amount" type="float" setter="set_volumetric_fog_temporal_reprojection_amount" getter="get_volumetric_fog_temporal_reprojection_amount" default="0.9"> The amount by which to blend the last frame with the current frame. A higher number results in smoother volumetric fog, but makes "ghosting" much worse. A lower value reduces ghosting but can result in the per-frame temporal jitter becoming visible. </member> diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index 1366099e75..bf16284b83 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -1025,6 +1025,7 @@ <param index="6" name="height" type="float" /> <param index="7" name="height_density" type="float" /> <param index="8" name="aerial_perspective" type="float" /> + <param index="9" name="sky_affect" type="float" /> <description> </description> </method> @@ -1187,6 +1188,7 @@ <param index="10" name="temporal_reprojection" type="bool" /> <param index="11" name="temporal_reprojection_amount" type="float" /> <param index="12" name="ambient_inject" type="float" /> + <param index="13" name="sky_affect" type="float" /> <description> </description> </method> |