Restored fog (non volumetric).
Uses a simpler and more intuitive implementation based on density. Its less flexible than before, but its easier to get nice results.
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@ -862,9 +862,7 @@ public:
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virtual void environment_set_sdfgi_frames_to_converge(EnvironmentSDFGIFramesToConverge p_frames) = 0;
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virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) = 0;
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virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) = 0;
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virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) = 0;
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virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density) = 0;
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enum EnvVolumetricFogShadowFilter {
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ENV_VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED,
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