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.
This commit is contained in:
Hugo Locurcio 2021-07-09 10:28:33 +02:00
parent e27b61d291
commit 09bedcead4
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GPG key ID: 39E8F8BE30B0A49C
14 changed files with 100 additions and 106 deletions

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@ -2871,6 +2871,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.color[2] = linear_col.b;
light_data.specular = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
light_data.volumetric_fog_energy = light_storage->light_get_param(base, RS::LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY);
light_data.mask = light_storage->light_get_cull_mask(base);
float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
@ -2952,7 +2953,6 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
float fade_start = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START);
light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999); //using 1.0 would break smoothstep
light_data.fade_to = -light_data.shadow_split_offsets[3];
light_data.shadow_volumetric_fog_fade = 1.0 / light_storage->light_get_shadow_volumetric_fog_fade(base);
light_data.soft_shadow_scale = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
light_data.softshadow_angle = angular_diameter;
@ -3082,6 +3082,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.color[1] = linear_col.g * energy;
light_data.color[2] = linear_col.b * energy;
light_data.specular_amount = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0;
light_data.volumetric_fog_energy = light_storage->light_get_param(base, RS::LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY);
light_data.bake_mode = light_storage->light_get_bake_mode(base);
float radius = MAX(0.001, light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
@ -3176,7 +3177,6 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.atlas_rect[3] = rect.size.height;
light_data.soft_shadow_scale = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
light_data.shadow_volumetric_fog_fade = 1.0 / light_storage->light_get_shadow_volumetric_fog_fade(base);
if (type == RS::LIGHT_OMNI) {
Transform3D proj = (inverse_transform * light_transform).inverse();