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Expose energy_multiplier to PanoramaSkyMaterial and ProceduralSkyMaterial
These are needed to tweak sky exposure separately from background
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@ -11,6 +11,9 @@
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<tutorials>
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</tutorials>
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<members>
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<member name="energy_multiplier" type="float" setter="set_energy_multiplier" getter="get_energy_multiplier" default="1.0">
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The sky's overall brightness multiplier. Higher values result in a brighter sky.
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</member>
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<member name="filter" type="bool" setter="set_filtering_enabled" getter="is_filtering_enabled" default="true">
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A boolean value to determine if the background texture should be filtered or not.
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</member>
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@ -11,6 +11,9 @@
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<tutorials>
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</tutorials>
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<members>
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<member name="energy_multiplier" type="float" setter="set_energy_multiplier" getter="get_energy_multiplier" default="1.0">
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The sky's overall brightness multiplier. Higher values result in a brighter sky.
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</member>
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<member name="ground_bottom_color" type="Color" setter="set_ground_bottom_color" getter="get_ground_bottom_color" default="Color(0.2, 0.169, 0.133, 1)">
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Color of the ground at the bottom. Blends with [member ground_horizon_color].
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</member>
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@ -161,6 +161,15 @@ bool ProceduralSkyMaterial::get_use_debanding() const {
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return use_debanding;
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}
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void ProceduralSkyMaterial::set_energy_multiplier(float p_multiplier) {
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global_energy_multiplier = p_multiplier;
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RS::get_singleton()->material_set_param(_get_material(), "exposure", global_energy_multiplier);
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}
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float ProceduralSkyMaterial::get_energy_multiplier() const {
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return global_energy_multiplier;
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}
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Shader::Mode ProceduralSkyMaterial::get_shader_mode() const {
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return Shader::MODE_SKY;
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}
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@ -226,6 +235,9 @@ void ProceduralSkyMaterial::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_use_debanding", "use_debanding"), &ProceduralSkyMaterial::set_use_debanding);
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ClassDB::bind_method(D_METHOD("get_use_debanding"), &ProceduralSkyMaterial::get_use_debanding);
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ClassDB::bind_method(D_METHOD("set_energy_multiplier", "multiplier"), &ProceduralSkyMaterial::set_energy_multiplier);
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ClassDB::bind_method(D_METHOD("get_energy_multiplier"), &ProceduralSkyMaterial::get_energy_multiplier);
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ADD_GROUP("Sky", "sky_");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_top_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_sky_top_color", "get_sky_top_color");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_horizon_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_sky_horizon_color", "get_sky_horizon_color");
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@ -246,6 +258,7 @@ void ProceduralSkyMaterial::_bind_methods() {
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ADD_GROUP("", "");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_debanding"), "set_use_debanding", "get_use_debanding");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "energy_multiplier", PROPERTY_HINT_RANGE, "0,128,0.01"), "set_energy_multiplier", "get_energy_multiplier");
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}
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void ProceduralSkyMaterial::cleanup_shader() {
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@ -280,6 +293,7 @@ uniform float ground_curve : hint_range(0, 1) = 0.02;
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uniform float ground_energy = 1.0;
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uniform float sun_angle_max = 30.0;
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uniform float sun_curve : hint_range(0, 1) = 0.15;
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uniform float exposure : hint_range(0, 128) = 1.0;
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void sky() {
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float v_angle = acos(clamp(EYEDIR.y, -1.0, 1.0));
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@ -334,7 +348,7 @@ void sky() {
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vec3 ground = mix(ground_horizon_color.rgb, ground_bottom_color.rgb, clamp(1.0 - pow(1.0 - c, 1.0 / ground_curve), 0.0, 1.0));
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ground *= ground_energy;
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COLOR = mix(ground, sky, step(0.0, EYEDIR.y));
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COLOR = mix(ground, sky, step(0.0, EYEDIR.y)) * exposure;
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}
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)",
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i ? "render_mode use_debanding;" : ""));
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@ -358,6 +372,7 @@ ProceduralSkyMaterial::ProceduralSkyMaterial() {
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set_sun_angle_max(30.0);
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set_sun_curve(0.15);
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set_use_debanding(true);
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set_energy_multiplier(1.0);
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}
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ProceduralSkyMaterial::~ProceduralSkyMaterial() {
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@ -393,6 +408,15 @@ bool PanoramaSkyMaterial::is_filtering_enabled() const {
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return filter;
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}
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void PanoramaSkyMaterial::set_energy_multiplier(float p_multiplier) {
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energy_multiplier = p_multiplier;
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RS::get_singleton()->material_set_param(_get_material(), "exposure", energy_multiplier);
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}
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float PanoramaSkyMaterial::get_energy_multiplier() const {
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return energy_multiplier;
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}
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Shader::Mode PanoramaSkyMaterial::get_shader_mode() const {
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return Shader::MODE_SKY;
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}
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@ -420,8 +444,12 @@ void PanoramaSkyMaterial::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_filtering_enabled", "enabled"), &PanoramaSkyMaterial::set_filtering_enabled);
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ClassDB::bind_method(D_METHOD("is_filtering_enabled"), &PanoramaSkyMaterial::is_filtering_enabled);
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ClassDB::bind_method(D_METHOD("set_energy_multiplier", "multiplier"), &PanoramaSkyMaterial::set_energy_multiplier);
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ClassDB::bind_method(D_METHOD("get_energy_multiplier"), &PanoramaSkyMaterial::get_energy_multiplier);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "panorama", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_panorama", "get_panorama");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "filter"), "set_filtering_enabled", "is_filtering_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "energy_multiplier", PROPERTY_HINT_RANGE, "0,128,0.01"), "set_energy_multiplier", "get_energy_multiplier");
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}
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Mutex PanoramaSkyMaterial::shader_mutex;
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@ -447,9 +475,10 @@ void PanoramaSkyMaterial::_update_shader() {
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shader_type sky;
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uniform sampler2D source_panorama : %s, source_color, hint_default_black;
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uniform float exposure : hint_range(0, 128) = 1.0;
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void sky() {
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COLOR = texture(source_panorama, SKY_COORDS).rgb;
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COLOR = texture(source_panorama, SKY_COORDS).rgb * exposure;
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}
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)",
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i ? "filter_linear" : "filter_nearest"));
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@ -460,6 +489,7 @@ void sky() {
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}
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PanoramaSkyMaterial::PanoramaSkyMaterial() {
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set_energy_multiplier(1.0);
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}
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PanoramaSkyMaterial::~PanoramaSkyMaterial() {
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@ -53,6 +53,7 @@ private:
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float sun_angle_max = 0.0f;
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float sun_curve = 0.0f;
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bool use_debanding = true;
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float global_energy_multiplier = 1.0f;
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static Mutex shader_mutex;
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static RID shader_cache[2];
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@ -103,6 +104,9 @@ public:
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void set_use_debanding(bool p_use_debanding);
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bool get_use_debanding() const;
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void set_energy_multiplier(float p_multiplier);
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float get_energy_multiplier() const;
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virtual Shader::Mode get_shader_mode() const override;
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virtual RID get_shader_rid() const override;
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virtual RID get_rid() const override;
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@ -121,6 +125,7 @@ class PanoramaSkyMaterial : public Material {
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private:
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Ref<Texture2D> panorama;
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float energy_multiplier = 1.0f;
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static Mutex shader_mutex;
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static RID shader_cache[2];
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