Implement Physical Light Units as an optional setting.
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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131 changed files with 2692 additions and 1283 deletions
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@ -501,10 +501,10 @@ void EditorNode::_update_from_settings() {
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}
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RS::DOFBokehShape dof_shape = RS::DOFBokehShape(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_shape")));
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RS::get_singleton()->camera_effects_set_dof_blur_bokeh_shape(dof_shape);
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RS::get_singleton()->camera_attributes_set_dof_blur_bokeh_shape(dof_shape);
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RS::DOFBlurQuality dof_quality = RS::DOFBlurQuality(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_quality")));
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bool dof_jitter = GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_use_jitter");
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RS::get_singleton()->camera_effects_set_dof_blur_quality(dof_quality, dof_jitter);
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RS::get_singleton()->camera_attributes_set_dof_blur_quality(dof_quality, dof_jitter);
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RS::get_singleton()->environment_set_ssao_quality(RS::EnvironmentSSAOQuality(int(GLOBAL_GET("rendering/environment/ssao/quality"))), GLOBAL_GET("rendering/environment/ssao/half_size"), GLOBAL_GET("rendering/environment/ssao/adaptive_target"), GLOBAL_GET("rendering/environment/ssao/blur_passes"), GLOBAL_GET("rendering/environment/ssao/fadeout_from"), GLOBAL_GET("rendering/environment/ssao/fadeout_to"));
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RS::get_singleton()->screen_space_roughness_limiter_set_active(GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/enabled"), GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount"), GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/limit"));
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bool glow_bicubic = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0;
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@ -520,13 +520,13 @@ void EditorNode::_update_from_settings() {
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float sss_depth_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale");
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RS::get_singleton()->sub_surface_scattering_set_scale(sss_scale, sss_depth_scale);
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uint32_t directional_shadow_size = GLOBAL_GET("rendering/shadows/directional_shadow/size");
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uint32_t directional_shadow_16_bits = GLOBAL_GET("rendering/shadows/directional_shadow/16_bits");
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uint32_t directional_shadow_size = GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/size");
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uint32_t directional_shadow_16_bits = GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/16_bits");
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RS::get_singleton()->directional_shadow_atlas_set_size(directional_shadow_size, directional_shadow_16_bits);
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RS::ShadowQuality shadows_quality = RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/positional_shadow/soft_shadow_filter_quality")));
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RS::ShadowQuality shadows_quality = RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality")));
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RS::get_singleton()->positional_soft_shadow_filter_set_quality(shadows_quality);
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RS::ShadowQuality directional_shadow_quality = RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/directional_shadow/soft_shadow_filter_quality")));
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RS::ShadowQuality directional_shadow_quality = RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality")));
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RS::get_singleton()->directional_soft_shadow_filter_set_quality(directional_shadow_quality);
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float probe_update_speed = GLOBAL_GET("rendering/lightmapping/probe_capture/update_speed");
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RS::get_singleton()->lightmap_set_probe_capture_update_speed(probe_update_speed);
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