mirror of
https://github.com/godotengine/godot.git
synced 2024-11-27 09:16:35 +08:00
Merge pull request #65915 from clayjohn/VULKAN-mobile-fog
Restore fog in vulkan mobile renderer.
This commit is contained in:
commit
49891e4c2f
@ -313,6 +313,7 @@
|
||||
</member>
|
||||
<member name="volumetric_fog_enabled" type="bool" setter="set_volumetric_fog_enabled" getter="is_volumetric_fog_enabled" default="false">
|
||||
Enables the volumetric fog effect. Volumetric fog uses a screen-aligned froxel buffer to calculate accurate volumetric scattering in the short to medium range. Volumetric fog interacts with [FogVolume]s and lights to calculate localized and global fog. Volumetric fog uses a PBR single-scattering model based on extinction, scattering, and emission which it exposes to users as density, albedo, and emission.
|
||||
[b]Note:[/b] Volumetric fog is only available in the forward plus renderer. It is not available in the mobile renderer or the compatibility renderer.
|
||||
</member>
|
||||
<member name="volumetric_fog_gi_inject" type="float" setter="set_volumetric_fog_gi_inject" getter="get_volumetric_fog_gi_inject" default="1.0">
|
||||
Scales the strength of Global Illumination used in the volumetric fog's albedo color. A value of [code]0.0[/code] means that Global Illumination will not impact the volumetric fog. [member volumetric_fog_gi_inject] has a small performance cost when set above [code]0.0[/code].
|
||||
|
@ -729,7 +729,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
|
||||
spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_DIRECTIONAL_LIGHTS;
|
||||
}
|
||||
|
||||
if (!is_environment(p_render_data->environment) || environment_get_fog_enabled(p_render_data->environment)) {
|
||||
if (!is_environment(p_render_data->environment) || !environment_get_fog_enabled(p_render_data->environment)) {
|
||||
spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_FOG;
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user