-Refactored post processing, re-added glow and added a mix blend mode.
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@ -740,8 +740,9 @@ public:
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GLOW_BLEND_MODE_SCREEN,
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GLOW_BLEND_MODE_SOFTLIGHT,
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GLOW_BLEND_MODE_REPLACE,
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GLOW_BLEND_MODE_MIX,
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};
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virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) = 0;
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virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) = 0;
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enum EnvironmentToneMapper {
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ENV_TONE_MAPPER_LINEAR,
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