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authorreduz <reduzio@gmail.com>2021-02-06 11:51:56 -0300
committerreduz <reduzio@gmail.com>2021-02-06 15:08:21 -0300
commit8faf23b52b0147eea6903e84973893802d97d339 (patch)
treec672077cff56f43a5a318e89be7c2e956de4aa6e /editor
parentfa2f7693bb9efc44755b1b693b22ec2788910a0d (diff)
Simplify Volumetric Fog
-Always use temporal reproject, it just loos way better than any other filter. -By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance. -Disadvantage of temporal reproject is update latency so.. -Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency.
Diffstat (limited to 'editor')
-rw-r--r--editor/editor_node.cpp2
1 files changed, 0 insertions, 2 deletions
diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp
index 208f4b954a..12d0d1db08 100644
--- a/editor/editor_node.cpp
+++ b/editor/editor_node.cpp
@@ -517,8 +517,6 @@ void EditorNode::_notification(int p_what) {
RS::get_singleton()->gi_probe_set_quality(gi_probe_quality);
RS::get_singleton()->environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/volumetric_fog/volume_size"), GLOBAL_GET("rendering/volumetric_fog/volume_depth"));
RS::get_singleton()->environment_set_volumetric_fog_filter_active(bool(GLOBAL_GET("rendering/volumetric_fog/use_filter")));
- RS::get_singleton()->environment_set_volumetric_fog_directional_shadow_shrink_size(GLOBAL_GET("rendering/volumetric_fog/directional_shadow_shrink"));
- RS::get_singleton()->environment_set_volumetric_fog_positional_shadow_shrink_size(GLOBAL_GET("rendering/volumetric_fog/positional_shadow_shrink"));
RS::get_singleton()->canvas_set_shadow_texture_size(GLOBAL_GET("rendering/quality/2d_shadow_atlas/size"));
bool use_half_res_gi = GLOBAL_DEF("rendering/quality/gi/use_half_resolution", false);