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Improve 3D global illumination demo (4.0) #758
Improve 3D global illumination demo (4.0) #758
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Good job. Seems fine to me.
I don't think the it's the demo's fault, but it kept happening on some GI modes. Capture.video.du.2022-11-24.20.34.31.webm |
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Rebased and tested again on 4.0.beta13, it works as expected. I also made an additional cosmetic change:
This is an engine issue, which I can reproduce on https://github.com/Calinou/godot-sponza's Edit: Issue opened: godotengine/godot#71585 |
- Readd LightmapGI example. - Allow toggling between the Once and Always update modes for the ReflectionProbe. - Add a Decal node to act as a blob shadow for dynamic objects. - Halve SSAO intensity for a better apperance in the demo's flat, bright surfaces. - Halve ambient light sky contribution when using the disabled or lightmap-based GI modes. This prevents the level's shaded areas from looking too bright and blue (with lightmaps, this change only affects dynamic objects.) - Enable FXAA and debanding for a better appearance.
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Thanks! |
Follow-up to #718.