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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 /servers/rendering
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 'servers/rendering')
-rw-r--r--servers/rendering/renderer_rd/effects_rd.cpp71
-rw-r--r--servers/rendering/renderer_rd/effects_rd.h18
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp255
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h24
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/shaders/SCsub1
-rw-r--r--servers/rendering/renderer_rd/shaders/shadow_reduce.glsl163
-rw-r--r--servers/rendering/renderer_scene.h4
-rw-r--r--servers/rendering/renderer_scene_cull.h4
-rw-r--r--servers/rendering/renderer_scene_render.h5
-rw-r--r--servers/rendering/rendering_server_default.h4
-rw-r--r--servers/rendering/rendering_server_wrap_mt.h4
12 files changed, 17 insertions, 538 deletions
diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp
index 8269328597..a9cadb40df 100644
--- a/servers/rendering/renderer_rd/effects_rd.cpp
+++ b/servers/rendering/renderer_rd/effects_rd.cpp
@@ -1423,60 +1423,6 @@ void EffectsRD::resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RI
RD::get_singleton()->compute_list_end(p_barrier);
}
-void EffectsRD::reduce_shadow(RID p_source_shadow, RID p_dest_shadow, const Size2i &p_source_size, const Rect2i &p_source_rect, int p_shrink_limit, RD::ComputeListID compute_list) {
- uint32_t push_constant[8] = { (uint32_t)p_source_size.x, (uint32_t)p_source_size.y, (uint32_t)p_source_rect.position.x, (uint32_t)p_source_rect.position.y, (uint32_t)p_shrink_limit, 0, 0, 0 };
-
- uint32_t height = p_source_rect.size.height;
- if (true) { // subgroup support, @TODO must detect them
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shadow_reduce.pipelines[p_shrink_limit == 1 ? SHADOW_REDUCE_REDUCE_SUBGROUPS_8 : SHADOW_REDUCE_REDUCE_SUBGROUPS]);
- height /= 2; //cause kernel is 8x4
- } else {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shadow_reduce.pipelines[SHADOW_REDUCE_REDUCE]);
- }
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_shadow), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_shadow), 1);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(uint32_t) * 8);
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_source_rect.size.width, height, 1);
-}
-void EffectsRD::filter_shadow(RID p_shadow, RID p_backing_shadow, const Size2i &p_source_size, const Rect2i &p_source_rect, RenderingServer::EnvVolumetricFogShadowFilter p_filter, RD::ComputeListID compute_list, bool p_vertical, bool p_horizontal) {
- uint32_t push_constant[8] = { (uint32_t)p_source_size.x, (uint32_t)p_source_size.y, (uint32_t)p_source_rect.position.x, (uint32_t)p_source_rect.position.y, 0, 0, 0, 0 };
-
- switch (p_filter) {
- case RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED:
- case RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_LOW: {
- push_constant[5] = 0;
- } break;
- case RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_MEDIUM: {
- push_constant[5] = 9;
- } break;
- case RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_HIGH: {
- push_constant[5] = 18;
- } break;
- }
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shadow_reduce.pipelines[SHADOW_REDUCE_FILTER]);
- if (p_vertical) {
- push_constant[6] = 1;
- push_constant[7] = 0;
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_shadow), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_backing_shadow), 1);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(uint32_t) * 8);
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_source_rect.size.width, p_source_rect.size.height, 1);
- }
- if (p_vertical && p_horizontal) {
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- }
- if (p_horizontal) {
- push_constant[6] = 0;
- push_constant[7] = 1;
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_backing_shadow), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_shadow), 1);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(uint32_t) * 8);
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_source_rect.size.width, p_source_rect.size.height, 1);
- }
-}
-
void EffectsRD::sort_buffer(RID p_uniform_set, int p_size) {
Sort::PushConstant push_constant;
push_constant.total_elements = p_size;
@@ -1973,22 +1919,6 @@ EffectsRD::EffectsRD() {
}
{
- Vector<String> shadow_reduce_modes;
- shadow_reduce_modes.push_back("\n#define MODE_REDUCE\n");
- shadow_reduce_modes.push_back("\n#define MODE_REDUCE_SUBGROUP\n");
- shadow_reduce_modes.push_back("\n#define MODE_REDUCE_SUBGROUP\n#define MODE_REDUCE_8\n");
- shadow_reduce_modes.push_back("\n#define MODE_FILTER\n");
-
- shadow_reduce.shader.initialize(shadow_reduce_modes);
-
- shadow_reduce.shader_version = shadow_reduce.shader.version_create();
-
- for (int i = 0; i < SHADOW_REDUCE_MAX; i++) {
- shadow_reduce.pipelines[i] = RD::get_singleton()->compute_pipeline_create(shadow_reduce.shader.version_get_shader(shadow_reduce.shader_version, i));
- }
- }
-
- {
Vector<String> sort_modes;
sort_modes.push_back("\n#define MODE_SORT_BLOCK\n");
sort_modes.push_back("\n#define MODE_SORT_STEP\n");
@@ -2076,5 +2006,4 @@ EffectsRD::~EffectsRD() {
ssr_scale.shader.version_free(ssr_scale.shader_version);
sss.shader.version_free(sss.shader_version);
tonemap.shader.version_free(tonemap.shader_version);
- shadow_reduce.shader.version_free(shadow_reduce.shader_version);
}
diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h
index 7ae5ea2f37..1ba25e301b 100644
--- a/servers/rendering/renderer_rd/effects_rd.h
+++ b/servers/rendering/renderer_rd/effects_rd.h
@@ -46,7 +46,6 @@
#include "servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl.gen.h"
-#include "servers/rendering/renderer_rd/shaders/shadow_reduce.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/sort.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/specular_merge.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/ssao.glsl.gen.h"
@@ -597,20 +596,6 @@ class EffectsRD {
RID pipelines[RESOLVE_MODE_MAX]; //3 quality levels
} resolve;
- enum ShadowReduceMode {
- SHADOW_REDUCE_REDUCE,
- SHADOW_REDUCE_REDUCE_SUBGROUPS,
- SHADOW_REDUCE_REDUCE_SUBGROUPS_8,
- SHADOW_REDUCE_FILTER,
- SHADOW_REDUCE_MAX
- };
-
- struct ShadowReduce {
- ShadowReduceShaderRD shader;
- RID shader_version;
- RID pipelines[SHADOW_REDUCE_MAX];
- } shadow_reduce;
-
enum SortMode {
SORT_MODE_BLOCK,
SORT_MODE_STEP,
@@ -767,9 +752,6 @@ public:
void resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_giprobe, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_giprobe, Vector2i p_screen_size, int p_samples, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
- void reduce_shadow(RID p_source_shadow, RID p_dest_shadow, const Size2i &p_source_size, const Rect2i &p_source_rect, int p_shrink_limit, RenderingDevice::ComputeListID compute_list);
- void filter_shadow(RID p_shadow, RID p_backing_shadow, const Size2i &p_source_size, const Rect2i &p_source_rect, RS::EnvVolumetricFogShadowFilter p_filter, RenderingDevice::ComputeListID compute_list, bool p_vertical = true, bool p_horizontal = true);
-
void sort_buffer(RID p_uniform_set, int p_size);
EffectsRD();
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 11a1eb3ca9..14bcfc85c8 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -3151,7 +3151,7 @@ float RendererSceneRenderRD::environment_get_fog_aerial_perspective(RID p_env) c
return env->fog_aerial_perspective;
}
-void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, RenderingServer::EnvVolumetricFogShadowFilter p_shadow_filter, bool p_temporal_reprojection, float p_temporal_reprojection_amount) {
+void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
@@ -3165,7 +3165,6 @@ void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_ena
env->volumetric_fog_light_energy = p_light_energy;
env->volumetric_fog_length = p_length;
env->volumetric_fog_detail_spread = p_detail_spread;
- env->volumetric_fog_shadow_filter = p_shadow_filter;
env->volumetric_fog_gi_inject = p_gi_inject;
env->volumetric_fog_temporal_reprojection = p_temporal_reprojection;
env->volumetric_fog_temporal_reprojection_amount = p_temporal_reprojection_amount;
@@ -3179,25 +3178,6 @@ void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_siz
void RendererSceneRenderRD::environment_set_volumetric_fog_filter_active(bool p_enable) {
volumetric_fog_filter_active = p_enable;
}
-void RendererSceneRenderRD::environment_set_volumetric_fog_directional_shadow_shrink_size(int p_shrink_size) {
- p_shrink_size = nearest_power_of_2_templated(p_shrink_size);
- if (volumetric_fog_directional_shadow_shrink == (uint32_t)p_shrink_size) {
- return;
- }
-
- _clear_shadow_shrink_stages(directional_shadow.shrink_stages);
-}
-void RendererSceneRenderRD::environment_set_volumetric_fog_positional_shadow_shrink_size(int p_shrink_size) {
- p_shrink_size = nearest_power_of_2_templated(p_shrink_size);
- if (volumetric_fog_positional_shadow_shrink == (uint32_t)p_shrink_size) {
- return;
- }
-
- for (uint32_t i = 0; i < shadow_atlas_owner.get_rid_count(); i++) {
- ShadowAtlas *sa = shadow_atlas_owner.get_ptr_by_index(i);
- _clear_shadow_shrink_stages(sa->shrink_stages);
- }
-}
void RendererSceneRenderRD::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {
sdfgi_ray_count = p_ray_count;
@@ -3649,7 +3629,6 @@ void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size, bool
if (shadow_atlas->depth.is_valid()) {
RD::get_singleton()->free(shadow_atlas->depth);
shadow_atlas->depth = RID();
- _clear_shadow_shrink_stages(shadow_atlas->shrink_stages);
}
for (int i = 0; i < 4; i++) {
//clear subdivisions
@@ -3948,7 +3927,6 @@ void RendererSceneRenderRD::directional_shadow_atlas_set_size(int p_size, bool p
if (directional_shadow.depth.is_valid()) {
RD::get_singleton()->free(directional_shadow.depth);
- _clear_shadow_shrink_stages(directional_shadow.shrink_stages);
directional_shadow.depth = RID();
_base_uniforms_changed();
}
@@ -6480,8 +6458,6 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
LightInstance *li = (i < cluster.omni_light_count) ? cluster.omni_light_sort[index].instance : cluster.spot_light_sort[index].instance;
RID base = li->light;
- cluster.lights_instances[i] = li->self;
-
Transform light_transform = li->transform;
float sign = storage->light_is_negative(base) ? -1 : 1;
@@ -6820,49 +6796,6 @@ void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) {
rb->volumetric_fog = nullptr;
}
-void RendererSceneRenderRD::_allocate_shadow_shrink_stages(RID p_base, int p_base_size, Vector<ShadowShrinkStage> &shrink_stages, uint32_t p_target_size) {
- //create fog mipmaps
- uint32_t fog_texture_size = p_target_size;
- uint32_t base_texture_size = p_base_size;
-
- ShadowShrinkStage first;
- first.size = base_texture_size;
- first.texture = p_base;
- shrink_stages.push_back(first); //put depth first in case we dont find smaller ones
-
- while (fog_texture_size < base_texture_size) {
- base_texture_size = MAX(base_texture_size / 8, fog_texture_size);
-
- ShadowShrinkStage s;
- s.size = base_texture_size;
-
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R16_UNORM;
- tf.width = base_texture_size;
- tf.height = base_texture_size;
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
-
- if (base_texture_size == fog_texture_size) {
- s.filter_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
- tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
- }
-
- s.texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- shrink_stages.push_back(s);
- }
-}
-
-void RendererSceneRenderRD::_clear_shadow_shrink_stages(Vector<ShadowShrinkStage> &shrink_stages) {
- for (int i = 1; i < shrink_stages.size(); i++) {
- RD::get_singleton()->free(shrink_stages[i].texture);
- if (shrink_stages[i].filter_texture.is_valid()) {
- RD::get_singleton()->free(shrink_stages[i].filter_texture);
- }
- }
- shrink_stages.clear();
-}
-
void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_gi_probe_count) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(!rb);
@@ -6926,173 +6859,6 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
rb->volumetric_fog->sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
}
- //update directional shadow
-
- RENDER_TIMESTAMP("Downsample Shadows");
-
- if (p_use_directional_shadows) {
- RD::get_singleton()->draw_command_begin_label("Downsample Directional Shadows");
-
- if (directional_shadow.shrink_stages.is_empty()) {
- if (rb->volumetric_fog->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
- //invalidate uniform set, we will need a new one
- RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
- rb->volumetric_fog->uniform_set = RID();
- }
- _allocate_shadow_shrink_stages(directional_shadow.depth, directional_shadow.size, directional_shadow.shrink_stages, volumetric_fog_directional_shadow_shrink);
- }
-
- if (directional_shadow.shrink_stages.size() > 1) {
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- for (int i = 1; i < directional_shadow.shrink_stages.size(); i++) {
- int32_t src_size = directional_shadow.shrink_stages[i - 1].size;
- int32_t dst_size = directional_shadow.shrink_stages[i].size;
- Rect2i r(0, 0, src_size, src_size);
- int32_t shrink_limit = 8 / (src_size / dst_size);
-
- storage->get_effects()->reduce_shadow(directional_shadow.shrink_stages[i - 1].texture, directional_shadow.shrink_stages[i].texture, Size2i(src_size, src_size), r, shrink_limit, compute_list);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- if (env->volumetric_fog_shadow_filter != RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED && directional_shadow.shrink_stages[i].filter_texture.is_valid()) {
- Rect2i rf(0, 0, dst_size, dst_size);
- storage->get_effects()->filter_shadow(directional_shadow.shrink_stages[i].texture, directional_shadow.shrink_stages[i].filter_texture, Size2i(dst_size, dst_size), rf, env->volumetric_fog_shadow_filter, compute_list);
- }
- }
- RD::get_singleton()->compute_list_end();
- }
- RD::get_singleton()->draw_command_end_label();
- }
-
- ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
-
- if (shadow_atlas) {
- //shrink shadows that need to be shrunk
-
- RD::get_singleton()->draw_command_begin_label("Downsample Positional Shadows");
-
- bool force_shrink_shadows = false;
-
- if (shadow_atlas->shrink_stages.is_empty()) {
- if (rb->volumetric_fog->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
- //invalidate uniform set, we will need a new one
- RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
- rb->volumetric_fog->uniform_set = RID();
- }
- _allocate_shadow_shrink_stages(shadow_atlas->depth, shadow_atlas->size, shadow_atlas->shrink_stages, volumetric_fog_positional_shadow_shrink);
- force_shrink_shadows = true;
- }
-
- if (rb->volumetric_fog->last_shadow_filter != env->volumetric_fog_shadow_filter) {
- //if shadow filter changed, invalidate caches
- rb->volumetric_fog->last_shadow_filter = env->volumetric_fog_shadow_filter;
- force_shrink_shadows = true;
- }
-
- cluster.lights_shadow_rect_cache_count = 0;
-
- for (uint32_t i = 0; i < cluster.omni_light_count + cluster.spot_light_count; i++) {
- Cluster::LightData &ld = i < cluster.omni_light_count ? cluster.omni_lights[i] : cluster.spot_lights[i - cluster.omni_light_count];
-
- if (ld.shadow_enabled != 0) {
- RID li = cluster.lights_instances[i];
-
- ERR_CONTINUE(!shadow_atlas->shadow_owners.has(li));
-
- uint32_t key = shadow_atlas->shadow_owners[li];
-
- uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
- uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
-
- ERR_CONTINUE((int)shadow >= shadow_atlas->quadrants[quadrant].shadows.size());
-
- ShadowAtlas::Quadrant::Shadow &s = shadow_atlas->quadrants[quadrant].shadows.write[shadow];
-
- if (!force_shrink_shadows && s.fog_version == s.version) {
- continue; //do not update, no need
- }
-
- s.fog_version = s.version;
-
- uint32_t quadrant_size = shadow_atlas->size >> 1;
-
- Rect2i atlas_rect;
-
- atlas_rect.position.x = (quadrant & 1) * quadrant_size;
- atlas_rect.position.y = (quadrant >> 1) * quadrant_size;
-
- uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
- atlas_rect.position.x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
- atlas_rect.position.y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
-
- atlas_rect.size.x = shadow_size;
- atlas_rect.size.y = shadow_size;
-
- cluster.lights_shadow_rect_cache[cluster.lights_shadow_rect_cache_count] = atlas_rect;
-
- cluster.lights_shadow_rect_cache_count++;
-
- if (cluster.lights_shadow_rect_cache_count == cluster.max_lights * 2) {
- break; //light limit reached
- }
- }
- }
-
- if (cluster.lights_shadow_rect_cache_count > 0) {
- //there are shadows to be shrunk, try to do them in parallel
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
- for (int i = 1; i < shadow_atlas->shrink_stages.size(); i++) {
- int32_t base_size = shadow_atlas->shrink_stages[0].size;
- int32_t src_size = shadow_atlas->shrink_stages[i - 1].size;
- int32_t dst_size = shadow_atlas->shrink_stages[i].size;
-
- uint32_t rect_divisor = base_size / src_size;
-
- int32_t shrink_limit = 8 / (src_size / dst_size);
-
- //shrink in parallel for more performance
- for (uint32_t j = 0; j < cluster.lights_shadow_rect_cache_count; j++) {
- Rect2i src_rect = cluster.lights_shadow_rect_cache[j];
-
- src_rect.position /= rect_divisor;
- src_rect.size /= rect_divisor;
-
- storage->get_effects()->reduce_shadow(shadow_atlas->shrink_stages[i - 1].texture, shadow_atlas->shrink_stages[i].texture, Size2i(src_size, src_size), src_rect, shrink_limit, compute_list);
- }
-
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- if (env->volumetric_fog_shadow_filter != RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED && shadow_atlas->shrink_stages[i].filter_texture.is_valid()) {
- uint32_t filter_divisor = base_size / dst_size;
-
- //filter in parallel for more performance
- for (uint32_t j = 0; j < cluster.lights_shadow_rect_cache_count; j++) {
- Rect2i dst_rect = cluster.lights_shadow_rect_cache[j];
-
- dst_rect.position /= filter_divisor;
- dst_rect.size /= filter_divisor;
-
- storage->get_effects()->filter_shadow(shadow_atlas->shrink_stages[i].texture, shadow_atlas->shrink_stages[i].filter_texture, Size2i(dst_size, dst_size), dst_rect, env->volumetric_fog_shadow_filter, compute_list, true, false);
- }
-
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- for (uint32_t j = 0; j < cluster.lights_shadow_rect_cache_count; j++) {
- Rect2i dst_rect = cluster.lights_shadow_rect_cache[j];
-
- dst_rect.position /= filter_divisor;
- dst_rect.size /= filter_divisor;
-
- storage->get_effects()->filter_shadow(shadow_atlas->shrink_stages[i].texture, shadow_atlas->shrink_stages[i].filter_texture, Size2i(dst_size, dst_size), dst_rect, env->volumetric_fog_shadow_filter, compute_list, false, true);
- }
- }
- }
-
- RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_COMPUTE);
- }
-
- RD::get_singleton()->draw_command_end_label();
- }
-
//update volumetric fog
if (rb->volumetric_fog->uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
@@ -7104,10 +6870,11 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 1;
- if (shadow_atlas == nullptr || shadow_atlas->shrink_stages.size() == 0) {
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
+ if (shadow_atlas == nullptr || shadow_atlas->depth.is_null()) {
u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
} else {
- u.ids.push_back(shadow_atlas->shrink_stages[shadow_atlas->shrink_stages.size() - 1].texture);
+ u.ids.push_back(shadow_atlas->depth);
}
uniforms.push_back(u);
@@ -7117,10 +6884,10 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 2;
- if (directional_shadow.shrink_stages.size() == 0) {
- u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
+ if (directional_shadow.depth.is_valid()) {
+ u.ids.push_back(directional_shadow.depth);
} else {
- u.ids.push_back(directional_shadow.shrink_stages[directional_shadow.shrink_stages.size() - 1].texture);
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
}
uniforms.push_back(u);
}
@@ -9079,10 +8846,6 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
cluster.spot_light_sort = memnew_arr(Cluster::InstanceSort<LightInstance>, cluster.max_lights);
//defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(cluster.max_lights) + "\n";
- //used for volumetric fog shrinking
- cluster.lights_instances = memnew_arr(RID, cluster.max_lights * 2);
- cluster.lights_shadow_rect_cache = memnew_arr(Rect2i, cluster.max_lights * 2);
-
cluster.max_directional_lights = MAX_DIRECTIONAL_LIGHTS;
uint32_t directional_light_buffer_size = cluster.max_directional_lights * sizeof(Cluster::DirectionalLightData);
cluster.directional_lights = memnew_arr(Cluster::DirectionalLightData, cluster.max_directional_lights);
@@ -9134,8 +8897,6 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/volumetric_fog/volume_size"), GLOBAL_GET("rendering/volumetric_fog/volume_depth"));
environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/volumetric_fog/use_filter"));
- environment_set_volumetric_fog_directional_shadow_shrink_size(GLOBAL_GET("rendering/volumetric_fog/directional_shadow_shrink"));
- environment_set_volumetric_fog_positional_shadow_shrink_size(GLOBAL_GET("rendering/volumetric_fog/positional_shadow_shrink"));
cull_argument.set_page_pool(&cull_argument_pool);
@@ -9197,8 +8958,6 @@ RendererSceneRenderRD::~RendererSceneRenderRD() {
memdelete_arr(cluster.spot_lights);
memdelete_arr(cluster.omni_light_sort);
memdelete_arr(cluster.spot_light_sort);
- memdelete_arr(cluster.lights_shadow_rect_cache);
- memdelete_arr(cluster.lights_instances);
memdelete_arr(cluster.reflections);
memdelete_arr(cluster.reflection_sort);
memdelete_arr(cluster.decals);
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index e6415255a1..8b4f41b6f7 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -591,8 +591,6 @@ private:
RID fb; //for copying
Map<RID, uint32_t> shadow_owners;
-
- Vector<ShadowShrinkStage> shrink_stages;
};
RID_Owner<ShadowAtlas> shadow_atlas_owner;
@@ -626,13 +624,8 @@ private:
bool use_16_bits = false;
int current_light = 0;
- Vector<ShadowShrinkStage> shrink_stages;
-
} directional_shadow;
- void _allocate_shadow_shrink_stages(RID p_base, int p_base_size, Vector<ShadowShrinkStage> &shrink_stages, uint32_t p_target_size);
- void _clear_shadow_shrink_stages(Vector<ShadowShrinkStage> &shrink_stages);
-
void _update_directional_shadow_atlas();
/* SHADOW CUBEMAPS */
@@ -743,10 +736,9 @@ private:
float volumetric_fog_light_energy = 0.0;
float volumetric_fog_length = 64.0;
float volumetric_fog_detail_spread = 2.0;
- RS::EnvVolumetricFogShadowFilter volumetric_fog_shadow_filter = RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_LOW;
float volumetric_fog_gi_inject = 0.0;
- bool volumetric_fog_temporal_reprojection = false;
- float volumetric_fog_temporal_reprojection_amount = 0.95;
+ bool volumetric_fog_temporal_reprojection = true;
+ float volumetric_fog_temporal_reprojection_amount = 0.9;
/// Glow
@@ -1471,10 +1463,6 @@ private:
uint32_t omni_light_count = 0;
uint32_t spot_light_count = 0;
- RID *lights_instances;
- Rect2i *lights_shadow_rect_cache;
- uint32_t lights_shadow_rect_cache_count = 0;
-
DirectionalLightData *directional_lights;
uint32_t max_directional_lights;
RID directional_light_buffer;
@@ -1594,9 +1582,7 @@ private:
uint32_t volumetric_fog_depth = 128;
uint32_t volumetric_fog_size = 128;
- bool volumetric_fog_filter_active = false;
- uint32_t volumetric_fog_directional_shadow_shrink = 512;
- uint32_t volumetric_fog_positional_shadow_shrink = 512;
+ bool volumetric_fog_filter_active = true;
void _volumetric_fog_erase(RenderBuffers *rb);
void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_gi_probe_count);
@@ -1721,12 +1707,10 @@ public:
float environment_get_fog_height_density(RID p_env) const;
float environment_get_fog_aerial_perspective(RID p_env) const;
- void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, RS::EnvVolumetricFogShadowFilter p_shadow_filter, bool p_temporal_reprojection, float p_temporal_reprojection_amount);
+ void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount);
virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth);
virtual void environment_set_volumetric_fog_filter_active(bool p_enable);
- virtual void environment_set_volumetric_fog_directional_shadow_shrink_size(int p_shrink_size);
- virtual void environment_set_volumetric_fog_positional_shadow_shrink_size(int p_shrink_size);
void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance);
void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect);
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
index f9c22dd4bf..a1358f94fa 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
@@ -5371,7 +5371,7 @@ RID RendererStorageRD::light_create(RS::LightType p_type) {
light.param[RS::LIGHT_PARAM_SHADOW_BIAS] = 0.02;
light.param[RS::LIGHT_PARAM_SHADOW_BLUR] = 0;
light.param[RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE] = 20.0;
- light.param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE] = 1.0;
+ light.param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE] = 0.1;
light.param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS] = 0.05;
return light_owner.make_rid(light);
diff --git a/servers/rendering/renderer_rd/shaders/SCsub b/servers/rendering/renderer_rd/shaders/SCsub
index 1b0197c1c1..c192574ff2 100644
--- a/servers/rendering/renderer_rd/shaders/SCsub
+++ b/servers/rendering/renderer_rd/shaders/SCsub
@@ -39,7 +39,6 @@ if "RD_GLSL" in env["BUILDERS"]:
env.RD_GLSL("sdfgi_debug.glsl")
env.RD_GLSL("sdfgi_debug_probes.glsl")
env.RD_GLSL("volumetric_fog.glsl")
- env.RD_GLSL("shadow_reduce.glsl")
env.RD_GLSL("particles.glsl")
env.RD_GLSL("particles_copy.glsl")
env.RD_GLSL("sort.glsl")
diff --git a/servers/rendering/renderer_rd/shaders/shadow_reduce.glsl b/servers/rendering/renderer_rd/shaders/shadow_reduce.glsl
deleted file mode 100644
index a29b24e560..0000000000
--- a/servers/rendering/renderer_rd/shaders/shadow_reduce.glsl
+++ /dev/null
@@ -1,163 +0,0 @@
-#[compute]
-
-#version 450
-
-VERSION_DEFINES
-
-#define BLOCK_SIZE 8
-
-#ifdef MODE_REDUCE_SUBGROUP
-
-#extension GL_KHR_shader_subgroup_ballot : enable
-#extension GL_KHR_shader_subgroup_arithmetic : enable
-
-//nvidia friendly, max 32
-layout(local_size_x = 8, local_size_y = 4, local_size_z = 1) in;
-
-#else
-
-layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in;
-
-#endif
-
-#ifdef MODE_REDUCE
-
-shared float tmp_data[BLOCK_SIZE * BLOCK_SIZE];
-const uint swizzle_table[BLOCK_SIZE] = uint[](0, 4, 2, 6, 1, 5, 3, 7);
-const uint unswizzle_table[BLOCK_SIZE] = uint[](0, 0, 0, 1, 0, 2, 1, 3);
-
-#endif
-
-#if defined(MODE_REDUCE) || defined(MODE_REDUCE_SUBGROUP)
-layout(set = 0, binding = 0) uniform sampler2D source_depth;
-#else
-layout(r16, set = 0, binding = 0) uniform restrict readonly image2D source_depth;
-#endif
-layout(r16, set = 1, binding = 0) uniform restrict writeonly image2D dst_depth;
-
-layout(push_constant, binding = 1, std430) uniform Params {
- ivec2 source_size;
- ivec2 source_offset;
- uint min_size;
- uint gaussian_kernel_version;
- ivec2 filter_dir;
-}
-params;
-
-void main() {
-#ifdef MODE_REDUCE_SUBGROUP
-
- uvec2 local_pos = gl_LocalInvocationID.xy;
- ivec2 image_offset = params.source_offset;
- ivec2 image_pos = image_offset + ivec2(gl_GlobalInvocationID.xy * ivec2(1, 2));
-
- float depth = texelFetch(source_depth, min(image_pos, params.source_size - ivec2(1)), 0).r;
- depth += texelFetch(source_depth, min(image_pos + ivec2(0, 1), params.source_size - ivec2(1)), 0).r;
- depth *= 0.5;
-
-#ifdef MODE_REDUCE_8
- //fast version, reduce all
- float depth_average = subgroupAdd(depth) / 32.0;
- if (local_pos == uvec2(0)) {
- imageStore(dst_depth, image_pos / 8, vec4(depth_average));
- }
-#else
- //bit slower version, reduce by regions
- uint group_size = (8 / params.min_size);
- uvec2 group_id = local_pos / (8 / params.min_size);
-
- uvec4 mask;
- float depth_average = 0;
-
- while (true) {
- uvec2 first = subgroupBroadcastFirst(group_id);
- mask = subgroupBallot(first == group_id);
- if (first == group_id) {
- depth_average = subgroupAdd(depth);
- break;
- }
- }
-
- depth_average /= float(group_size * group_size);
-
- if (local_pos == group_id) {
- imageStore(dst_depth, image_pos / int(group_size), vec4(depth_average));
- }
-#endif
-
-#endif
-
-#ifdef MODE_REDUCE
-
- uvec2 pos = gl_LocalInvocationID.xy;
-
- ivec2 image_offset = params.source_offset;
- ivec2 image_pos = image_offset + ivec2(gl_GlobalInvocationID.xy);
- uint dst_t = swizzle_table[pos.y] * BLOCK_SIZE + swizzle_table[pos.x];
- tmp_data[dst_t] = texelFetch(source_depth, min(image_pos, params.source_size - ivec2(1)), 0).r;
- ivec2 image_size = params.source_size;
-
- uint t = pos.y * BLOCK_SIZE + pos.x;
-
- //neighbours
- uint size = BLOCK_SIZE;
-
- do {
- groupMemoryBarrier();
- barrier();
-
- size >>= 1;
- image_size >>= 1;
- image_offset >>= 1;
-
- if (all(lessThan(pos, uvec2(size)))) {
- uint nx = t + size;
- uint ny = t + (BLOCK_SIZE * size);
- uint nxy = ny + size;
-
- tmp_data[t] += tmp_data[nx];
- tmp_data[t] += tmp_data[ny];
- tmp_data[t] += tmp_data[nxy];
- tmp_data[t] /= 4.0;
- }
-
- } while (size > params.min_size);
-
- if (all(lessThan(pos, uvec2(size)))) {
- image_pos = ivec2(unswizzle_table[size + pos.x], unswizzle_table[size + pos.y]);
- image_pos += image_offset + ivec2(gl_WorkGroupID.xy) * int(size);
-
- image_size = max(ivec2(1), image_size); //in case image size became 0
-
- if (all(lessThan(image_pos, uvec2(image_size)))) {
- imageStore(dst_depth, image_pos, vec4(tmp_data[t]));
- }
- }
-#endif
-
-#ifdef MODE_FILTER
-
- ivec2 image_pos = params.source_offset + ivec2(gl_GlobalInvocationID.xy);
- if (any(greaterThanEqual(image_pos, params.source_size))) {
- return;
- }
-
- ivec2 clamp_min = ivec2(params.source_offset);
- ivec2 clamp_max = ivec2(params.source_size) - 1;
-
- //gaussian kernel, size 9, sigma 4
- const int kernel_size = 9;
- const float gaussian_kernel[kernel_size * 3] = float[](
- 0.000229, 0.005977, 0.060598, 0.241732, 0.382928, 0.241732, 0.060598, 0.005977, 0.000229,
- 0.028532, 0.067234, 0.124009, 0.179044, 0.20236, 0.179044, 0.124009, 0.067234, 0.028532,
- 0.081812, 0.101701, 0.118804, 0.130417, 0.134535, 0.130417, 0.118804, 0.101701, 0.081812);
- float accum = 0.0;
- for (int i = 0; i < kernel_size; i++) {
- ivec2 ofs = clamp(image_pos + params.filter_dir * (i - kernel_size / 2), clamp_min, clamp_max);
- accum += imageLoad(source_depth, ofs).r * gaussian_kernel[params.gaussian_kernel_version + i];
- }
-
- imageStore(dst_depth, image_pos, vec4(accum));
-
-#endif
-}
diff --git a/servers/rendering/renderer_scene.h b/servers/rendering/renderer_scene.h
index aabfa36829..e8966414ab 100644
--- a/servers/rendering/renderer_scene.h
+++ b/servers/rendering/renderer_scene.h
@@ -122,12 +122,10 @@ public:
virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0;
virtual void environment_glow_set_use_high_quality(bool p_enable) = 0;
- virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, RS::EnvVolumetricFogShadowFilter p_shadow_filter, bool p_temporal_reprojection, float p_temporal_reprojection_amount) = 0;
+ virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) = 0;
virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0;
virtual void environment_set_volumetric_fog_filter_active(bool p_enable) = 0;
- virtual void environment_set_volumetric_fog_directional_shadow_shrink_size(int p_shrink_size) = 0;
- virtual void environment_set_volumetric_fog_positional_shadow_shrink_size(int p_shrink_size) = 0;
virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) = 0;
virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) = 0;
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h
index d6ee2f9890..d6d730af15 100644
--- a/servers/rendering/renderer_scene_cull.h
+++ b/servers/rendering/renderer_scene_cull.h
@@ -991,12 +991,10 @@ public:
PASS7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)
PASS9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
- PASS11(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, RS::EnvVolumetricFogShadowFilter, bool, float)
+ PASS10(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, bool, float)
PASS2(environment_set_volumetric_fog_volume_size, int, int)
PASS1(environment_set_volumetric_fog_filter_active, bool)
- PASS1(environment_set_volumetric_fog_directional_shadow_shrink_size, int)
- PASS1(environment_set_volumetric_fog_positional_shadow_shrink_size, int)
PASS11(environment_set_sdfgi, RID, bool, RS::EnvironmentSDFGICascades, float, RS::EnvironmentSDFGIYScale, bool, bool, bool, float, float, float)
PASS1(environment_set_sdfgi_ray_count, RS::EnvironmentSDFGIRayCount)
diff --git a/servers/rendering/renderer_scene_render.h b/servers/rendering/renderer_scene_render.h
index c8b5f0728c..72fcdd3758 100644
--- a/servers/rendering/renderer_scene_render.h
+++ b/servers/rendering/renderer_scene_render.h
@@ -117,12 +117,9 @@ public:
virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0;
virtual void environment_glow_set_use_high_quality(bool p_enable) = 0;
- virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, RS::EnvVolumetricFogShadowFilter p_shadow_filter, bool p_temporal_reprojection, float p_temporal_reprojection_amount) = 0;
-
+ virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) = 0;
virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0;
virtual void environment_set_volumetric_fog_filter_active(bool p_enable) = 0;
- virtual void environment_set_volumetric_fog_directional_shadow_shrink_size(int p_shrink_size) = 0;
- virtual void environment_set_volumetric_fog_positional_shadow_shrink_size(int p_shrink_size) = 0;
virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) = 0;
virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) = 0;
diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h
index 1479352876..823d28c669 100644
--- a/servers/rendering/rendering_server_default.h
+++ b/servers/rendering/rendering_server_default.h
@@ -615,12 +615,10 @@ public:
BIND7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)
BIND9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
- BIND11(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, EnvVolumetricFogShadowFilter, bool, float)
+ BIND10(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, bool, float)
BIND2(environment_set_volumetric_fog_volume_size, int, int)
BIND1(environment_set_volumetric_fog_filter_active, bool)
- BIND1(environment_set_volumetric_fog_directional_shadow_shrink_size, int)
- BIND1(environment_set_volumetric_fog_positional_shadow_shrink_size, int)
BIND11(environment_set_sdfgi, RID, bool, EnvironmentSDFGICascades, float, EnvironmentSDFGIYScale, bool, bool, bool, float, float, float)
BIND1(environment_set_sdfgi_ray_count, EnvironmentSDFGIRayCount)
diff --git a/servers/rendering/rendering_server_wrap_mt.h b/servers/rendering/rendering_server_wrap_mt.h
index 2422bc3506..81e202780e 100644
--- a/servers/rendering/rendering_server_wrap_mt.h
+++ b/servers/rendering/rendering_server_wrap_mt.h
@@ -520,12 +520,10 @@ public:
FUNC9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
- FUNC11(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, EnvVolumetricFogShadowFilter, bool, float)
+ FUNC10(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, bool, float)
FUNC2(environment_set_volumetric_fog_volume_size, int, int)
FUNC1(environment_set_volumetric_fog_filter_active, bool)
- FUNC1(environment_set_volumetric_fog_directional_shadow_shrink_size, int)
- FUNC1(environment_set_volumetric_fog_positional_shadow_shrink_size, int)
FUNC3R(Ref<Image>, environment_bake_panorama, RID, bool, const Size2i &)