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authorHugo Locurcio <hugo.locurcio@hugo.pro>2021-07-09 10:28:33 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2022-08-30 20:03:38 +0200
commit09bedcead445d1f628d628efe6703570b84fe1d1 (patch)
treeece80d85c97375654d66065d90c3cf31a5533b2e /drivers/gles3/storage/light_storage.h
parente27b61d291ae65cd1171bd32c9b00912dc17c428 (diff)
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.
Diffstat (limited to 'drivers/gles3/storage/light_storage.h')
-rw-r--r--drivers/gles3/storage/light_storage.h7
1 files changed, 0 insertions, 7 deletions
diff --git a/drivers/gles3/storage/light_storage.h b/drivers/gles3/storage/light_storage.h
index 857a0261fa..fa012a7b58 100644
--- a/drivers/gles3/storage/light_storage.h
+++ b/drivers/gles3/storage/light_storage.h
@@ -261,13 +261,6 @@ public:
return light->param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS];
}
- _FORCE_INLINE_ float light_get_shadow_volumetric_fog_fade(RID p_light) const {
- const Light *light = light_owner.get_or_null(p_light);
- ERR_FAIL_COND_V(!light, 0.0);
-
- return light->param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE];
- }
-
virtual RS::LightBakeMode light_get_bake_mode(RID p_light) override;
virtual uint32_t light_get_max_sdfgi_cascade(RID p_light) override { return 0; }
virtual uint64_t light_get_version(RID p_light) const override;