/*************************************************************************/ /* effects_rd.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef EFFECTS_RD_H #define EFFECTS_RD_H #include "core/math/camera_matrix.h" #include "servers/rendering/renderer_rd/pipeline_cache_rd.h" #include "servers/rendering/renderer_rd/shaders/cube_to_dp.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/cubemap_downsampler_raster.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/cubemap_filter.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/fsr_upscale.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/luminance_reduce.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/resolve.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/roughness_limiter.glsl.gen.h" #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/sort.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/specular_merge.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/ssao.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/ssao_blur.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/ssao_interleave.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/ssil.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/ssil_blur.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/ssil_interleave.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/taa_resolve.glsl.gen.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering_server.h" class EffectsRD { private: bool prefer_raster_effects; enum FSRUpscalePass { FSR_UPSCALE_PASS_EASU = 0, FSR_UPSCALE_PASS_RCAS = 1 }; struct FSRUpscalePushConstant { float resolution_width; float resolution_height; float upscaled_width; float upscaled_height; float sharpness; int pass; int _unused0, _unused1; }; struct FSRUpscale { FSRUpscalePushConstant push_constant; FsrUpscaleShaderRD shader; RID shader_version; RID pipeline; } FSR_upscale; struct TAAResolvePushConstant { float resolution_width; float resolution_height; float disocclusion_threshold; float disocclusion_scale; }; struct TAAResolve { TAAResolvePushConstant push_constant; TaaResolveShaderRD shader; RID shader_version; RID pipeline; } TAA_resolve; struct CubemapRoughnessPushConstant { uint32_t face_id; uint32_t sample_count; float roughness; uint32_t use_direct_write; float face_size; float pad[3]; }; struct CubemapRoughness { CubemapRoughnessPushConstant push_constant; CubemapRoughnessShaderRD compute_shader; CubemapRoughnessRasterShaderRD raster_shader; RID shader_version; RID compute_pipeline; PipelineCacheRD raster_pipeline; } roughness; enum LuminanceReduceMode { LUMINANCE_REDUCE_READ, LUMINANCE_REDUCE, LUMINANCE_REDUCE_WRITE, LUMINANCE_REDUCE_MAX }; struct LuminanceReducePushConstant { int32_t source_size[2]; float max_luminance; float min_luminance; float exposure_adjust; float pad[3]; }; struct LuminanceReduce { LuminanceReducePushConstant push_constant; LuminanceReduceShaderRD shader; RID shader_version; RID pipelines[LUMINANCE_REDUCE_MAX]; } luminance_reduce; enum LuminanceReduceRasterMode { LUMINANCE_REDUCE_FRAGMENT_FIRST, LUMINANCE_REDUCE_FRAGMENT, LUMINANCE_REDUCE_FRAGMENT_FINAL, LUMINANCE_REDUCE_FRAGMENT_MAX }; struct LuminanceReduceRasterPushConstant { int32_t source_size[2]; int32_t dest_size[2]; float exposure_adjust; float min_luminance; float max_luminance; uint32_t pad1; }; struct LuminanceReduceFragment { LuminanceReduceRasterPushConstant push_constant; LuminanceReduceRasterShaderRD shader; RID shader_version; PipelineCacheRD pipelines[LUMINANCE_REDUCE_FRAGMENT_MAX]; } luminance_reduce_raster; struct CopyToDPPushConstant { float z_far; float z_near; float texel_size[2]; float screen_rect[4]; }; struct CoptToDP { CubeToDpShaderRD shader; RID shader_version; PipelineCacheRD pipeline; } cube_to_dp; struct SSEffectsDownsamplePushConstant { float pixel_size[2]; float z_far; float z_near; uint32_t orthogonal; float radius_sq; uint32_t pad[2]; }; enum SSEffectsMode { SS_EFFECTS_DOWNSAMPLE, SS_EFFECTS_DOWNSAMPLE_HALF_RES, SS_EFFECTS_DOWNSAMPLE_MIPMAP, SS_EFFECTS_DOWNSAMPLE_MIPMAP_HALF_RES, SS_EFFECTS_DOWNSAMPLE_HALF, SS_EFFECTS_DOWNSAMPLE_HALF_RES_HALF, SS_EFFECTS_DOWNSAMPLE_FULL_MIPS, SS_EFFECTS_MAX }; struct SSEffectsGatherConstants { float rotation_matrices[80]; //5 vec4s * 4 }; struct SSEffects { SSEffectsDownsamplePushConstant downsample_push_constant; SsEffectsDownsampleShaderRD downsample_shader; RID downsample_shader_version; RID downsample_uniform_set; bool used_half_size_last_frame = false; bool used_mips_last_frame = false; bool used_full_mips_last_frame = false; RID gather_constants_buffer; RID mirror_sampler; RID pipelines[SS_EFFECTS_MAX]; } ss_effects; enum SSAOMode { SSAO_GATHER, SSAO_GATHER_BASE, SSAO_GATHER_ADAPTIVE, SSAO_GENERATE_IMPORTANCE_MAP, SSAO_PROCESS_IMPORTANCE_MAPA, SSAO_PROCESS_IMPORTANCE_MAPB, SSAO_BLUR_PASS, SSAO_BLUR_PASS_SMART, SSAO_BLUR_PASS_WIDE, SSAO_INTERLEAVE, SSAO_INTERLEAVE_SMART, SSAO_INTERLEAVE_HALF, SSAO_MAX }; struct SSAOGatherPushConstant { int32_t screen_size[2]; int pass; int quality; float half_screen_pixel_size[2]; int size_multiplier; float detail_intensity; float NDC_to_view_mul[2]; float NDC_to_view_add[2]; float pad[2]; float half_screen_pixel_size_x025[2]; float radius; float intensity; float shadow_power; float shadow_clamp; float fade_out_mul; float fade_out_add; float horizon_angle_threshold; float inv_radius_near_limit; uint32_t is_orthogonal; float neg_inv_radius; float load_counter_avg_div; float adaptive_sample_limit; int32_t pass_coord_offset[2]; float pass_uv_offset[2]; }; struct SSAOImportanceMapPushConstant { float half_screen_pixel_size[2]; float intensity; float power; }; struct SSAOBlurPushConstant { float edge_sharpness; float pad; float half_screen_pixel_size[2]; }; struct SSAOInterleavePushConstant { float inv_sharpness; uint32_t size_modifier; float pixel_size[2]; }; struct SSAO { SSAOGatherPushConstant gather_push_constant; SsaoShaderRD gather_shader; RID gather_shader_version; SSAOImportanceMapPushConstant importance_map_push_constant; SsaoImportanceMapShaderRD importance_map_shader; RID importance_map_shader_version; RID importance_map_load_counter; RID counter_uniform_set; SSAOBlurPushConstant blur_push_constant; SsaoBlurShaderRD blur_shader; RID blur_shader_version; SSAOInterleavePushConstant interleave_push_constant; SsaoInterleaveShaderRD interleave_shader; RID interleave_shader_version; RID pipelines[SSAO_MAX]; } ssao; enum SSILMode { SSIL_GATHER, SSIL_GATHER_BASE, SSIL_GATHER_ADAPTIVE, SSIL_GENERATE_IMPORTANCE_MAP, SSIL_PROCESS_IMPORTANCE_MAPA, SSIL_PROCESS_IMPORTANCE_MAPB, SSIL_BLUR_PASS, SSIL_BLUR_PASS_SMART, SSIL_BLUR_PASS_WIDE, SSIL_INTERLEAVE, SSIL_INTERLEAVE_SMART, SSIL_INTERLEAVE_HALF, SSIL_MAX }; struct SSILGatherPushConstant { int32_t screen_size[2]; int pass; int quality; float half_screen_pixel_size[2]; float half_screen_pixel_size_x025[2]; float NDC_to_view_mul[2]; float NDC_to_view_add[2]; float pad2[2]; float z_near; float z_far; float radius; float intensity; int size_multiplier; int pad; float fade_out_mul; float fade_out_add; float normal_rejection_amount; float inv_radius_near_limit; uint32_t is_orthogonal; float neg_inv_radius; float load_counter_avg_div; float adaptive_sample_limit; int32_t pass_coord_offset[2]; float pass_uv_offset[2]; }; struct SSILImportanceMapPushConstant { float half_screen_pixel_size[2]; float intensity; float pad; }; struct SSILBlurPushConstant { float edge_sharpness; float pad; float half_screen_pixel_size[2]; }; struct SSILInterleavePushConstant { float inv_sharpness; uint32_t size_modifier; float pixel_size[2]; }; struct SSILProjectionUniforms { float inv_last_frame_projection_matrix[16]; }; struct SSIL { SSILGatherPushConstant gather_push_constant; SsilShaderRD gather_shader; RID gather_shader_version; RID projection_uniform_buffer; SSILImportanceMapPushConstant importance_map_push_constant; SsilImportanceMapShaderRD importance_map_shader; RID importance_map_shader_version; RID importance_map_load_counter; RID counter_uniform_set; SSILBlurPushConstant blur_push_constant; SsilBlurShaderRD blur_shader; RID blur_shader_version; SSILInterleavePushConstant interleave_push_constant; SsilInterleaveShaderRD interleave_shader; RID interleave_shader_version; RID pipelines[SSIL_MAX]; } ssil; struct RoughnessLimiterPushConstant { int32_t screen_size[2]; float curve; uint32_t pad; }; struct RoughnessLimiter { RoughnessLimiterPushConstant push_constant; RoughnessLimiterShaderRD shader; RID shader_version; RID pipeline; } roughness_limiter; struct CubemapDownsamplerPushConstant { uint32_t face_size; uint32_t face_id; float pad[2]; }; struct CubemapDownsampler { CubemapDownsamplerPushConstant push_constant; CubemapDownsamplerShaderRD compute_shader; CubemapDownsamplerRasterShaderRD raster_shader; RID shader_version; RID compute_pipeline; PipelineCacheRD raster_pipeline; } cubemap_downsampler; enum CubemapFilterMode { FILTER_MODE_HIGH_QUALITY, FILTER_MODE_LOW_QUALITY, FILTER_MODE_HIGH_QUALITY_ARRAY, FILTER_MODE_LOW_QUALITY_ARRAY, FILTER_MODE_MAX, }; struct CubemapFilterRasterPushConstant { uint32_t mip_level; uint32_t face_id; float pad[2]; }; struct CubemapFilter { CubemapFilterShaderRD compute_shader; CubemapFilterRasterShaderRD raster_shader; RID shader_version; RID compute_pipelines[FILTER_MODE_MAX]; PipelineCacheRD raster_pipelines[FILTER_MODE_MAX]; RID uniform_set; RID image_uniform_set; RID coefficient_buffer; bool use_high_quality; } filter; enum SpecularMergeMode { SPECULAR_MERGE_ADD, SPECULAR_MERGE_SSR, SPECULAR_MERGE_ADDITIVE_ADD, SPECULAR_MERGE_ADDITIVE_SSR, SPECULAR_MERGE_MAX }; /* Specular merge must be done using raster, rather than compute * because it must continue the existing color buffer */ struct SpecularMerge { SpecularMergeShaderRD shader; RID shader_version; PipelineCacheRD pipelines[SPECULAR_MERGE_MAX]; } specular_merge; enum ScreenSpaceReflectionMode { SCREEN_SPACE_REFLECTION_NORMAL, SCREEN_SPACE_REFLECTION_ROUGH, SCREEN_SPACE_REFLECTION_MAX, }; struct ScreenSpaceReflectionPushConstant { float proj_info[4]; int32_t screen_size[2]; float camera_z_near; float camera_z_far; int32_t num_steps; float depth_tolerance; float distance_fade; float curve_fade_in; uint32_t orthogonal; float filter_mipmap_levels; uint32_t use_half_res; uint8_t metallic_mask[4]; float projection[16]; }; struct ScreenSpaceReflection { ScreenSpaceReflectionPushConstant push_constant; ScreenSpaceReflectionShaderRD shader; RID shader_version; RID pipelines[SCREEN_SPACE_REFLECTION_MAX]; } ssr; struct ScreenSpaceReflectionFilterPushConstant { float proj_info[4]; uint32_t orthogonal; float edge_tolerance; int32_t increment; uint32_t pad; int32_t screen_size[2]; uint32_t vertical; uint32_t steps; }; enum { SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL, SCREEN_SPACE_REFLECTION_FILTER_VERTICAL, SCREEN_SPACE_REFLECTION_FILTER_MAX, }; struct ScreenSpaceReflectionFilter { ScreenSpaceReflectionFilterPushConstant push_constant; ScreenSpaceReflectionFilterShaderRD shader; RID shader_version; RID pipelines[SCREEN_SPACE_REFLECTION_FILTER_MAX]; } ssr_filter; struct ScreenSpaceReflectionScalePushConstant { int32_t screen_size[2]; float camera_z_near; float camera_z_far; uint32_t orthogonal; uint32_t filter; uint32_t pad[2]; }; struct ScreenSpaceReflectionScale { ScreenSpaceReflectionScalePushConstant push_constant; ScreenSpaceReflectionScaleShaderRD shader; RID shader_version; RID pipeline; } ssr_scale; struct SubSurfaceScatteringPushConstant { int32_t screen_size[2]; float camera_z_far; float camera_z_near; uint32_t vertical; uint32_t orthogonal; float unit_size; float scale; float depth_scale; uint32_t pad[3]; }; struct SubSurfaceScattering { SubSurfaceScatteringPushConstant push_constant; SubsurfaceScatteringShaderRD shader; RID shader_version; RID pipelines[3]; //3 quality levels } sss; struct ResolvePushConstant { int32_t screen_size[2]; int32_t samples; uint32_t pad; }; enum ResolveMode { RESOLVE_MODE_GI, RESOLVE_MODE_GI_VOXEL_GI, RESOLVE_MODE_DEPTH, RESOLVE_MODE_MAX }; struct Resolve { ResolvePushConstant push_constant; ResolveShaderRD shader; RID shader_version; RID pipelines[RESOLVE_MODE_MAX]; //3 quality levels } resolve; enum SortMode { SORT_MODE_BLOCK, SORT_MODE_STEP, SORT_MODE_INNER, SORT_MODE_MAX }; struct Sort { struct PushConstant { uint32_t total_elements; uint32_t pad[3]; int32_t job_params[4]; }; SortShaderRD shader; RID shader_version; RID pipelines[SORT_MODE_MAX]; } sort; RID default_sampler; RID default_mipmap_sampler; RID index_buffer; RID index_array; HashMap texture_to_uniform_set_cache; HashMap input_to_uniform_set_cache; HashMap image_to_uniform_set_cache; struct TexturePair { RID texture1; RID texture2; _FORCE_INLINE_ bool operator<(const TexturePair &p_pair) const { if (texture1 == p_pair.texture1) { return texture2 < p_pair.texture2; } else { return texture1 < p_pair.texture1; } } }; struct TextureSamplerPair { RID texture; RID sampler; _FORCE_INLINE_ bool operator<(const TextureSamplerPair &p_pair) const { if (texture == p_pair.texture) { return sampler < p_pair.sampler; } else { return texture < p_pair.texture; } } }; RBMap texture_pair_to_uniform_set_cache; RBMap texture_to_compute_uniform_set_cache; RBMap texture_pair_to_compute_uniform_set_cache; RBMap image_pair_to_compute_uniform_set_cache; RBMap texture_sampler_to_compute_uniform_set_cache; RID _get_uniform_set_from_image(RID p_texture); RID _get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false); RID _get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false); RID _get_compute_uniform_set_from_texture_and_sampler(RID p_texture, RID p_sampler); RID _get_compute_uniform_set_from_texture_pair(RID p_texture, RID p_texture2, bool p_use_mipmaps = false); RID _get_compute_uniform_set_from_image_pair(RID p_texture, RID p_texture2); public: bool get_prefer_raster_effects(); void fsr_upscale(RID p_source_rd_texture, RID p_secondary_texture, RID p_destination_texture, const Size2i &p_internal_size, const Size2i &p_size, float p_fsr_upscale_sharpness); void taa_resolve(RID p_frame, RID p_temp, RID p_depth, RID p_velocity, RID p_prev_velocity, RID p_history, Size2 p_resolution, float p_z_near, float p_z_far); void cubemap_roughness(RID p_source_rd_texture, RID p_dest_texture, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size); void cubemap_roughness_raster(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size); void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, float p_z_near, float p_z_far, bool p_dp_flip); void luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false); void luminance_reduction_raster(RID p_source_texture, const Size2i p_source_size, const Vector p_reduce, Vector p_fb, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false); struct SSAOSettings { float radius = 1.0; float intensity = 2.0; float power = 1.5; float detail = 0.5; float horizon = 0.06; float sharpness = 0.98; RS::EnvironmentSSAOQuality quality = RS::ENV_SSAO_QUALITY_MEDIUM; bool half_size = false; float adaptive_target = 0.5; int blur_passes = 2; float fadeout_from = 50.0; float fadeout_to = 300.0; Size2i full_screen_size = Size2i(); Size2i half_screen_size = Size2i(); Size2i quarter_screen_size = Size2i(); }; struct SSILSettings { float radius = 1.0; float intensity = 2.0; float sharpness = 0.98; float normal_rejection = 1.0; RS::EnvironmentSSILQuality quality = RS::ENV_SSIL_QUALITY_MEDIUM; bool half_size = true; float adaptive_target = 0.5; int blur_passes = 4; float fadeout_from = 50.0; float fadeout_to = 300.0; Size2i full_screen_size = Size2i(); Size2i half_screen_size = Size2i(); Size2i quarter_screen_size = Size2i(); }; void downsample_depth(RID p_depth_buffer, const Vector &p_depth_mipmaps, RS::EnvironmentSSAOQuality p_ssao_quality, RS::EnvironmentSSILQuality p_ssil_quality, bool p_invalidate_uniform_set, bool p_ssao_half_size, bool p_ssil_half_size, Size2i p_full_screen_size, const CameraMatrix &p_projection); void gather_ssao(RD::ComputeListID p_compute_list, const Vector p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set); void generate_ssao(RID p_normal_buffer, RID p_depth_mipmaps_texture, RID p_ao, const Vector p_ao_slices, RID p_ao_pong, const Vector p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set); void gather_ssil(RD::ComputeListID p_compute_list, const Vector p_ssil_slices, const Vector p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set); void screen_space_indirect_lighting(RID p_diffuse, RID p_destination, RID p_normal_buffer, RID p_depth_mipmaps_texture, RID p_ao, const Vector p_ao_slices, RID p_ao_pong, const Vector p_ao_pong_slices, RID p_importance_map, RID p_importance_map_pong, RID p_edges, const Vector p_edges_slices, const CameraMatrix &p_projection, const CameraMatrix &p_last_projection, const SSILSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set, RID &r_projection_uniform_set); void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve); void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size); void cubemap_downsample_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, const Size2i &p_size); void cubemap_filter(RID p_source_cubemap, Vector p_dest_cubemap, bool p_use_array); void cubemap_filter_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_mip_level); void screen_space_reflection(RID p_diffuse, RID p_normal_roughness, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, RID p_blur_radius, RID p_blur_radius2, RID p_metallic, const Color &p_metallic_mask, RID p_depth, RID p_scale_depth, RID p_scale_normal, RID p_output, RID p_output_blur, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const CameraMatrix &p_camera); void merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection); void sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const CameraMatrix &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RS::SubSurfaceScatteringQuality p_quality); void resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples, uint32_t p_barrier = RD::BARRIER_MASK_ALL); void resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples, uint32_t p_barrier = RD::BARRIER_MASK_ALL); void sort_buffer(RID p_uniform_set, int p_size); EffectsRD(bool p_prefer_raster_effects); ~EffectsRD(); }; #endif // !RASTERIZER_EFFECTS_RD_H