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.
This commit is contained in:
Juan Linietsky
2020-08-13 22:07:49 -03:00
parent d2d4c1c957
commit 6a5ecfdef1
13 changed files with 231 additions and 274 deletions

View File

@ -862,9 +862,7 @@ public:
virtual void environment_set_sdfgi_frames_to_converge(EnvironmentSDFGIFramesToConverge p_frames) = 0;
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;
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;
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;
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;
enum EnvVolumetricFogShadowFilter {
ENV_VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED,