behaviour-tree-test/servers/rendering/renderer_rd/shaders/environment
Hugo Locurcio 09bedcead4
Add a per-light volumetric fog energy property
Per-light energy gives more control to the user on the final result of
volumetric fog. Specific lights can be fully excluded from volumetric fog
by setting their volumetric fog energy to 0, which improves performance
slightly. This can also be used to prevent short-lived dynamic effects
from poorly interacting with volumetric fog, as it's updated over several
frames by default unless temporal reprojection is disabled.

Volumetric fog shadows now obey Light3D's Shadow Opacity property as well.

The shadow fog fade property was removed as it had little visible impact
on the final scene's rendering.
2022-08-30 20:03:38 +02:00
..
gi.glsl Fix various typos not caught by codespell 2022-07-21 07:38:23 -04:00
SCsub
sdfgi_debug.glsl Keep SdfgiDebug shader's push constant size <= 128 2022-07-29 13:25:11 +02:00
sdfgi_debug_probes.glsl
sdfgi_direct_light.glsl
sdfgi_integrate.glsl
sdfgi_preprocess.glsl
sky.glsl Rename RenderingServer global shader uniform methods to be more explicit 2022-07-28 18:46:59 +02:00
volumetric_fog.glsl Rename RenderingServer global shader uniform methods to be more explicit 2022-07-28 18:46:59 +02:00
volumetric_fog_process.glsl Add a per-light volumetric fog energy property 2022-08-30 20:03:38 +02:00
voxel_gi.glsl
voxel_gi_debug.glsl
voxel_gi_sdf.glsl