Environment brightness, contrast, saturation restore with color correction.
Allow gradients and 2d images. Use shader versions for LUT in tonemap Co-authored-by: alex-poe <3957610+CptPotato@users.noreply.github.com> Co-authored-by: QbieShay <cislaghi.ilaria@gmail.com> Co-authored-by: Clay John <claynjohn@gmail.com>
This commit is contained in:
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15 changed files with 102 additions and 29 deletions
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@ -43,8 +43,8 @@
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<member name="adjustment_brightness" type="float" setter="set_adjustment_brightness" getter="get_adjustment_brightness" default="1.0">
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The global brightness value of the rendered scene. Effective only if [code]adjustment_enabled[/code] is [code]true[/code].
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</member>
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<member name="adjustment_color_correction" type="Texture2D" setter="set_adjustment_color_correction" getter="get_adjustment_color_correction">
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Applies the provided [Texture2D] resource to affect the global color aspect of the rendered scene. Effective only if [code]adjustment_enabled[/code] is [code]true[/code].
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<member name="adjustment_color_correction" type="Texture" setter="set_adjustment_color_correction" getter="get_adjustment_color_correction">
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The [Texture2D] or [Texture3D] lookup table (LUT) to use for the built-in post-process color grading. Can use a [GradientTexture] for a 1-dimensional LUT, or a [Texture3D] for a more complex LUT. Effective only if [code]adjustment_enabled[/code] is [code]true[/code].
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</member>
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<member name="adjustment_contrast" type="float" setter="set_adjustment_contrast" getter="get_adjustment_contrast" default="1.0">
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The global contrast value of the rendered scene (default value is 1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code].
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@ -608,7 +608,9 @@
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</argument>
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<argument index="4" name="saturation" type="float">
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</argument>
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<argument index="5" name="ramp" type="RID">
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<argument index="5" name="use_1d_color_correction" type="bool">
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</argument>
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<argument index="6" name="color_correction" type="RID">
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</argument>
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<description>
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Sets the values to be used with the "Adjustment" post-process effect. See [Environment] for more details.
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@ -96,7 +96,7 @@ public:
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void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) override {}
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void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) override {}
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void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) override {}
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void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) override {}
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void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, RS::EnvVolumetricFogShadowFilter p_shadow_filter) override {}
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@ -31,6 +31,7 @@
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#include "environment.h"
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#include "core/config/project_settings.h"
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#include "core/core_string_names.h"
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#include "servers/rendering_server.h"
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#include "texture.h"
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@ -891,23 +892,38 @@ float Environment::get_adjustment_saturation() const {
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return adjustment_saturation;
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}
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void Environment::set_adjustment_color_correction(const Ref<Texture2D> &p_ramp) {
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adjustment_color_correction = p_ramp;
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void Environment::set_adjustment_color_correction(Ref<Texture> p_color_correction) {
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adjustment_color_correction = p_color_correction;
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Ref<GradientTexture> grad_tex = p_color_correction;
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if (grad_tex.is_valid()) {
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if (!grad_tex->is_connected(CoreStringNames::get_singleton()->changed, callable_mp(this, &Environment::_update_adjustment))) {
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grad_tex->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &Environment::_update_adjustment));
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}
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}
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Ref<Texture2D> adjustment_texture_2d = adjustment_color_correction;
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if (adjustment_texture_2d.is_valid()) {
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use_1d_color_correction = true;
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} else {
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use_1d_color_correction = false;
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}
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_update_adjustment();
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}
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Ref<Texture2D> Environment::get_adjustment_color_correction() const {
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Ref<Texture> Environment::get_adjustment_color_correction() const {
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return adjustment_color_correction;
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}
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void Environment::_update_adjustment() {
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RID color_correction = adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID();
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RS::get_singleton()->environment_set_adjustment(
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environment,
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adjustment_enabled,
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adjustment_brightness,
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adjustment_contrast,
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adjustment_saturation,
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adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID());
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use_1d_color_correction,
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color_correction);
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}
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// Private methods, constructor and destructor
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@ -1319,7 +1335,7 @@ void Environment::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "adjustment_brightness", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_brightness", "get_adjustment_brightness");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "adjustment_contrast", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_contrast", "get_adjustment_contrast");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "adjustment_saturation", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_saturation", "get_adjustment_saturation");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "adjustment_color_correction", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_adjustment_color_correction", "get_adjustment_color_correction");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "adjustment_color_correction", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D,Texture3D"), "set_adjustment_color_correction", "get_adjustment_color_correction");
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// Constants
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@ -211,7 +211,8 @@ private:
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float adjustment_brightness = 1.0;
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float adjustment_contrast = 1.0;
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float adjustment_saturation = 1.0;
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Ref<Texture2D> adjustment_color_correction;
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bool use_1d_color_correction = true;
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Ref<Texture> adjustment_color_correction;
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void _update_adjustment();
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protected:
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@ -402,8 +403,8 @@ public:
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float get_adjustment_contrast() const;
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void set_adjustment_saturation(float p_saturation);
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float get_adjustment_saturation() const;
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void set_adjustment_color_correction(const Ref<Texture2D> &p_ramp);
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Ref<Texture2D> get_adjustment_color_correction() const;
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void set_adjustment_color_correction(Ref<Texture> p_color_correction);
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Ref<Texture> get_adjustment_color_correction() const;
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Environment();
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~Environment();
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@ -109,7 +109,7 @@ public:
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virtual void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) = 0;
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virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) = 0;
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virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) = 0;
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virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) = 0;
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@ -94,7 +94,7 @@ RID RasterizerEffectsRD::_get_uniform_set_from_texture(RID p_texture, bool p_use
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u.ids.push_back(p_use_mipmaps ? default_mipmap_sampler : default_sampler);
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u.ids.push_back(p_texture);
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uniforms.push_back(u);
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//any thing with the same configuration (one texture in binding 0 for set 0), is good
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//anything with the same configuration (one texture in binding 0 for set 0), is good
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RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, tonemap.shader.version_get_shader(tonemap.shader_version, 0), 0);
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texture_to_uniform_set_cache[p_texture] = uniform_set;
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@ -718,7 +718,10 @@ void RasterizerEffectsRD::tonemapper(RID p_source_color, RID p_dst_framebuffer,
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tonemap.push_constant.glow_texture_size[1] = p_settings.glow_texture_size.y;
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tonemap.push_constant.glow_mode = p_settings.glow_mode;
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TonemapMode mode = p_settings.glow_use_bicubic_upscale ? TONEMAP_MODE_BICUBIC_GLOW_FILTER : TONEMAP_MODE_NORMAL;
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int mode = p_settings.glow_use_bicubic_upscale ? TONEMAP_MODE_BICUBIC_GLOW_FILTER : TONEMAP_MODE_NORMAL;
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if (p_settings.use_1d_color_correction) {
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mode += 2;
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}
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tonemap.push_constant.tonemapper = p_settings.tonemap_mode;
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tonemap.push_constant.use_auto_exposure = p_settings.use_auto_exposure;
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@ -1423,6 +1426,8 @@ RasterizerEffectsRD::RasterizerEffectsRD() {
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Vector<String> tonemap_modes;
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tonemap_modes.push_back("\n");
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tonemap_modes.push_back("\n#define USE_GLOW_FILTER_BICUBIC\n");
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tonemap_modes.push_back("\n#define USE_1D_LUT\n");
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tonemap_modes.push_back("\n#define USE_GLOW_FILTER_BICUBIC\n#define USE_1D_LUT\n");
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tonemap.shader.initialize(tonemap_modes);
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@ -167,6 +167,8 @@ class RasterizerEffectsRD {
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enum TonemapMode {
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TONEMAP_MODE_NORMAL,
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TONEMAP_MODE_BICUBIC_GLOW_FILTER,
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TONEMAP_MODE_1D_LUT,
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TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT,
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TONEMAP_MODE_MAX
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};
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/* tonemap actually writes to a framebuffer, which is
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* better to do using the raster pipeline rather than
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* comptute, as that framebuffer might be in different formats
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* compute, as that framebuffer might be in different formats
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*/
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struct Tonemap {
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TonemapPushConstant push_constant;
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float saturation = 1.0;
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bool use_color_correction = false;
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bool use_1d_color_correction = false;
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RID color_correction_texture;
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bool use_fxaa = false;
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@ -5290,8 +5290,6 @@ void RasterizerSceneRD::_render_buffers_post_process_and_tonemap(RID p_render_bu
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//tonemap
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RasterizerEffectsRD::TonemapSettings tonemap;
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tonemap.color_correction_texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
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if (can_use_effects && env && env->auto_exposure && rb->luminance.current.is_valid()) {
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tonemap.use_auto_exposure = true;
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tonemap.exposure_texture = rb->luminance.current;
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tonemap.exposure = env->exposure;
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}
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if (can_use_effects && env) {
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tonemap.use_bcs = env->adjustments_enabled;
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tonemap.brightness = env->adjustments_brightness;
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tonemap.contrast = env->adjustments_contrast;
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tonemap.saturation = env->adjustments_saturation;
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tonemap.use_1d_color_correction = env->use_1d_color_correction;
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if (env->adjustments_enabled && env->color_correction.is_valid()) {
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tonemap.use_color_correction = true;
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tonemap.color_correction_texture = storage->texture_get_rd_texture(env->color_correction);
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} else {
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tonemap.use_color_correction = false;
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tonemap.color_correction_texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE);
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}
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}
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storage->get_effects()->tonemapper(rb->texture, storage->render_target_get_rd_framebuffer(rb->render_target), tonemap);
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}
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}
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}
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void RasterizerSceneRD::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) {
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Environment *env = environment_owner.getornull(p_env);
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ERR_FAIL_COND(!env);
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env->adjustments_enabled = p_enable;
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env->adjustments_brightness = p_brightness;
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env->adjustments_contrast = p_contrast;
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env->adjustments_saturation = p_saturation;
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env->use_1d_color_correction = p_use_1d_color_correction;
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env->color_correction = p_color_correction;
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}
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void RasterizerSceneRD::_sdfgi_debug_draw(RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform) {
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RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
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ERR_FAIL_COND(!rb);
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float sdfgi_normal_bias = 1.1;
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float sdfgi_probe_bias = 1.1;
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RS::EnvironmentSDFGIYScale sdfgi_y_scale = RS::ENV_SDFGI_Y_SCALE_DISABLED;
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/// Adjustments
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bool adjustments_enabled = false;
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float adjustments_brightness = 1.0f;
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float adjustments_contrast = 1.0f;
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float adjustments_saturation = 1.0f;
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bool use_1d_color_correction = false;
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RID color_correction = RID();
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};
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RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
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RS::EnvironmentSSRRoughnessQuality environment_get_ssr_roughness_quality() const;
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void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale);
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void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) {}
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void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction);
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virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size);
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layout(set = 0, binding = 0) uniform sampler2D source_color;
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layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
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layout(set = 2, binding = 0) uniform sampler2D source_glow;
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layout(set = 3, binding = 0) uniform sampler3D color_correction;
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#ifdef USE_1D_LUT
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layout(set = 3, binding = 0) uniform sampler2D source_color_correction;
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#else
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layout(set = 3, binding = 0) uniform sampler3D source_color_correction;
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#endif
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layout(push_constant, binding = 1, std430) uniform Params {
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vec3 bcs;
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uint tonemapper;
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uvec2 glow_texture_size;
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float glow_intensity;
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uint pad3;
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uint glow_mode;
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float glow_levels[7];
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return color;
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}
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vec3 apply_color_correction(vec3 color, sampler3D correction_tex) {
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return texture(correction_tex, color).rgb;
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#ifdef USE_1D_LUT
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vec3 apply_color_correction(vec3 color) {
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color.r = texture(source_color_correction, vec2(color.r, 0.0f)).r;
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color.g = texture(source_color_correction, vec2(color.g, 0.0f)).g;
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color.b = texture(source_color_correction, vec2(color.b, 0.0f)).b;
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return color;
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}
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#else
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vec3 apply_color_correction(vec3 color) {
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return textureLod(source_color_correction, color, 0.0).rgb;
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}
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#endif
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vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
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const float FXAA_REDUCE_MIN = (1.0 / 128.0);
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}
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if (params.use_color_correction) {
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color = apply_color_correction(color, color_correction);
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color = apply_color_correction(color);
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}
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frag_color = vec4(color, 1.0f);
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@ -592,7 +592,7 @@ public:
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BIND9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float)
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BIND6(environment_set_adjustment, RID, bool, float, float, float, RID)
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BIND7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)
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BIND9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
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BIND9(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, EnvVolumetricFogShadowFilter)
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@ -504,7 +504,7 @@ public:
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FUNC9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float)
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FUNC6(environment_set_adjustment, RID, bool, float, float, float, RID)
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FUNC7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)
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FUNC9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
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@ -1749,7 +1749,7 @@ void RenderingServer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("environment_set_ambient_light", "env", "color", "ambient", "energy", "sky_contibution", "reflection_source", "ao_color"), &RenderingServer::environment_set_ambient_light, DEFVAL(RS::ENV_AMBIENT_SOURCE_BG), DEFVAL(1.0), DEFVAL(0.0), DEFVAL(RS::ENV_REFLECTION_SOURCE_BG), DEFVAL(Color()));
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ClassDB::bind_method(D_METHOD("environment_set_glow", "env", "enable", "levels", "intensity", "strength", "mix", "bloom_threshold", "blend_mode", "hdr_bleed_threshold", "hdr_bleed_scale", "hdr_luminance_cap"), &RenderingServer::environment_set_glow);
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ClassDB::bind_method(D_METHOD("environment_set_tonemap", "env", "tone_mapper", "exposure", "white", "auto_exposure", "min_luminance", "max_luminance", "auto_exp_speed", "auto_exp_grey"), &RenderingServer::environment_set_tonemap);
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ClassDB::bind_method(D_METHOD("environment_set_adjustment", "env", "enable", "brightness", "contrast", "saturation", "ramp"), &RenderingServer::environment_set_adjustment);
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ClassDB::bind_method(D_METHOD("environment_set_adjustment", "env", "enable", "brightness", "contrast", "saturation", "use_1d_color_correction", "color_correction"), &RenderingServer::environment_set_adjustment);
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ClassDB::bind_method(D_METHOD("environment_set_ssr", "env", "enable", "max_steps", "fade_in", "fade_out", "depth_tolerance"), &RenderingServer::environment_set_ssr);
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ClassDB::bind_method(D_METHOD("environment_set_ssao", "env", "enable", "radius", "intensity", "bias", "light_affect", "ao_channel_affect", "blur", "bilateral_sharpness"), &RenderingServer::environment_set_ssao);
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ClassDB::bind_method(D_METHOD("environment_set_fog", "env", "enable", "light_color", "light_energy", "sun_scatter", "density", "height", "height_density", "aerial_perspective"), &RenderingServer::environment_set_fog);
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@ -872,7 +872,7 @@ public:
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};
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virtual void environment_set_tonemap(RID p_env, EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_grey) = 0;
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virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) = 0;
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virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) = 0;
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virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance) = 0;
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Reference in a new issue