Added SSIL post processing effect
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@ -900,6 +900,7 @@ public:
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VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS,
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VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE,
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VIEWPORT_DEBUG_DRAW_SSAO,
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VIEWPORT_DEBUG_DRAW_SSIL,
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VIEWPORT_DEBUG_DRAW_PSSM_SPLITS,
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VIEWPORT_DEBUG_DRAW_DECAL_ATLAS,
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VIEWPORT_DEBUG_DRAW_SDFGI,
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@ -1016,6 +1017,18 @@ public:
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virtual void environment_set_ssao_quality(EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0;
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virtual void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) = 0;
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enum EnvironmentSSILQuality {
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ENV_SSIL_QUALITY_VERY_LOW,
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ENV_SSIL_QUALITY_LOW,
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ENV_SSIL_QUALITY_MEDIUM,
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ENV_SSIL_QUALITY_HIGH,
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ENV_SSIL_QUALITY_ULTRA,
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};
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virtual void environment_set_ssil_quality(EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0;
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enum EnvironmentSDFGICascades {
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ENV_SDFGI_CASCADES_4,
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ENV_SDFGI_CASCADES_6,
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