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This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.
In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
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This complements the existing Ellipsoid and Box local fog shapes.
This can be used to represent a light cone coming from a SpotLight.
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Happy new year to the wonderful Godot community!
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Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
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