Allow using between 1 and 8 cascades for SDFGI

This provides more flexibility between performance and quality
adjustments, especially when using SDFGI for small-scale levels
(which can be useful for procedurally generated scenes).
This commit is contained in:
Hugo Locurcio 2022-01-13 19:46:14 +01:00
parent 99b46a2615
commit 2dc7b03a82
No known key found for this signature in database
GPG key ID: 39E8F8BE30B0A49C
19 changed files with 34 additions and 69 deletions

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@ -68,7 +68,7 @@ void RendererSceneEnvironmentRD::set_glow(bool p_enable, Vector<float> p_levels,
glow_hdr_luminance_cap = p_hdr_luminance_cap;
}
void RendererSceneEnvironmentRD::set_sdfgi(bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) {
void RendererSceneEnvironmentRD::set_sdfgi(bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) {
sdfgi_enabled = p_enable;
sdfgi_cascades = p_cascades;
sdfgi_min_cell_size = p_min_cell_size;