Merge pull request #60641 from clayjohn/Sky-ign
Use IGN instead of white noise for sky dithering
This commit is contained in:
commit
12ddaa36a6
9 changed files with 54 additions and 47 deletions
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@ -11,9 +11,6 @@
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<tutorials>
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</tutorials>
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<members>
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<member name="dither_strength" type="float" setter="set_dither_strength" getter="get_dither_strength" default="1.0">
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The amount of dithering to use. Dithering helps reduce banding that appears from the smooth changes in color in the sky. Use the lowest value possible for your given sky settings, as higher amounts may add fuzziness to the sky.
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</member>
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<member name="exposure" type="float" setter="set_exposure" getter="get_exposure" default="0.1">
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Sets the exposure of the sky. Higher exposure values make the entire sky brighter.
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</member>
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@ -44,5 +41,8 @@
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<member name="turbidity" type="float" setter="set_turbidity" getter="get_turbidity" default="10.0">
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Sets the thickness of the atmosphere. High turbidity creates a foggy-looking atmosphere, while a low turbidity results in a clearer atmosphere.
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</member>
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<member name="use_debanding" type="bool" setter="set_use_debanding" getter="get_use_debanding" default="true">
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If [code]true[/code], enables debanding. Debanding adds a small amount of noise which helps reduce banding that appears from the smooth changes in color in the sky.
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</member>
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</members>
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</class>
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@ -11,9 +11,6 @@
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<tutorials>
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</tutorials>
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<members>
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<member name="dither_strength" type="float" setter="set_dither_strength" getter="get_dither_strength" default="1.0">
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The amount of dithering to use. Dithering helps reduce banding that appears from the smooth changes in color in the sky. Use the lowest value possible for your given sky settings, as higher amounts may add fuzziness to the 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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@ -50,5 +47,8 @@
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<member name="sun_curve" type="float" setter="set_sun_curve" getter="get_sun_curve" default="0.15">
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How quickly the sun fades away between the edge of the sun disk and [member sun_angle_max].
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</member>
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<member name="use_debanding" type="bool" setter="set_use_debanding" getter="get_use_debanding" default="true">
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If [code]true[/code], enables debanding. Debanding adds a small amount of noise which helps reduce banding that appears from the smooth changes in color in the sky.
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</member>
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</members>
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</class>
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@ -1630,6 +1630,7 @@ ShaderCompiler::DefaultIdentifierActions actions;
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actions.renames["SKY_COORDS"] = "panorama_coords";
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actions.renames["SCREEN_UV"] = "uv";
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actions.renames["TIME"] = "time";
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actions.renames["FRAGCOORD"] = "gl_FragCoord";
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actions.renames["PI"] = _MKSTR(Math_PI);
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actions.renames["TAU"] = _MKSTR(Math_TAU);
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actions.renames["E"] = _MKSTR(Math_E);
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@ -5257,6 +5257,8 @@ VisualShaderEditor::VisualShaderEditor() {
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add_options.push_back(AddOption("QuarterResColor", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "quarter_res_color", "QUARTER_RES_COLOR"), { "quarter_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("Radiance", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "radiance", "RADIANCE"), { "radiance" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("ScreenUV", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("FragCoord", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("SkyCoords", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "sky_coords", "SKY_COORDS"), { "sky_coords" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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add_options.push_back(AddOption("Time", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
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@ -144,13 +144,13 @@ float ProceduralSkyMaterial::get_sun_curve() const {
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return sun_curve;
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}
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void ProceduralSkyMaterial::set_dither_strength(float p_dither_strength) {
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dither_strength = p_dither_strength;
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RS::get_singleton()->material_set_param(_get_material(), "dither_strength", dither_strength);
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void ProceduralSkyMaterial::set_use_debanding(bool p_use_debanding) {
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use_debanding = p_use_debanding;
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RS::get_singleton()->material_set_param(_get_material(), "use_debanding", use_debanding);
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}
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float ProceduralSkyMaterial::get_dither_strength() const {
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return dither_strength;
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bool ProceduralSkyMaterial::get_use_debanding() const {
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return use_debanding;
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}
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Shader::Mode ProceduralSkyMaterial::get_shader_mode() const {
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@ -208,8 +208,8 @@ void ProceduralSkyMaterial::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_sun_curve", "curve"), &ProceduralSkyMaterial::set_sun_curve);
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ClassDB::bind_method(D_METHOD("get_sun_curve"), &ProceduralSkyMaterial::get_sun_curve);
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ClassDB::bind_method(D_METHOD("set_dither_strength", "strength"), &ProceduralSkyMaterial::set_dither_strength);
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ClassDB::bind_method(D_METHOD("get_dither_strength"), &ProceduralSkyMaterial::get_dither_strength);
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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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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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@ -230,7 +230,7 @@ void ProceduralSkyMaterial::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_curve", PROPERTY_HINT_EXP_EASING), "set_sun_curve", "get_sun_curve");
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ADD_GROUP("", "");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "dither_strength", PROPERTY_HINT_RANGE, "0,10,0.01"), "set_dither_strength", "get_dither_strength");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_debanding"), "set_use_debanding", "get_use_debanding");
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}
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void ProceduralSkyMaterial::cleanup_shader() {
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@ -262,13 +262,13 @@ 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 dither_strength : hint_range(0, 10) = 1.0;
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uniform bool use_debanding = true;
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// From: https://www.shadertoy.com/view/4sfGzS credit to iq
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float hash(vec3 p) {
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p = fract( p * 0.3183099 + 0.1 );
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p *= 17.0;
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return fract(p.x * p.y * p.z * (p.x + p.y + p.z));
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// https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
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vec3 interleaved_gradient_noise(vec2 pos) {
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const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);
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float res = fract(magic.z * fract(dot(pos, magic.xy))) * 2.0 - 1.0;
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return vec3(res, -res, res) / 255.0;
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}
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void sky() {
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@ -325,9 +325,9 @@ void sky() {
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ground *= ground_energy;
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COLOR = mix(ground, sky, step(0.0, EYEDIR.y));
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// Make optional, eliminates banding.
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COLOR += (hash(EYEDIR * 1741.9782) * 0.08 - 0.04) * 0.016 * dither_strength;
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if (use_debanding) {
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COLOR += interleaved_gradient_noise(FRAGCOORD.xy);
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}
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}
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)");
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}
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@ -348,7 +348,7 @@ 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_dither_strength(1.0);
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set_use_debanding(true);
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}
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ProceduralSkyMaterial::~ProceduralSkyMaterial() {
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@ -537,13 +537,13 @@ float PhysicalSkyMaterial::get_exposure() const {
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return exposure;
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}
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void PhysicalSkyMaterial::set_dither_strength(float p_dither_strength) {
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dither_strength = p_dither_strength;
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RS::get_singleton()->material_set_param(_get_material(), "dither_strength", dither_strength);
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void PhysicalSkyMaterial::set_use_debanding(bool p_use_debanding) {
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use_debanding = p_use_debanding;
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RS::get_singleton()->material_set_param(_get_material(), "use_debanding", use_debanding);
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}
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float PhysicalSkyMaterial::get_dither_strength() const {
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return dither_strength;
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bool PhysicalSkyMaterial::get_use_debanding() const {
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return use_debanding;
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}
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void PhysicalSkyMaterial::set_night_sky(const Ref<Texture2D> &p_night_sky) {
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@ -605,8 +605,8 @@ void PhysicalSkyMaterial::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_exposure", "exposure"), &PhysicalSkyMaterial::set_exposure);
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ClassDB::bind_method(D_METHOD("get_exposure"), &PhysicalSkyMaterial::get_exposure);
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ClassDB::bind_method(D_METHOD("set_dither_strength", "strength"), &PhysicalSkyMaterial::set_dither_strength);
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ClassDB::bind_method(D_METHOD("get_dither_strength"), &PhysicalSkyMaterial::get_dither_strength);
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ClassDB::bind_method(D_METHOD("set_use_debanding", "use_debanding"), &PhysicalSkyMaterial::set_use_debanding);
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ClassDB::bind_method(D_METHOD("get_use_debanding"), &PhysicalSkyMaterial::get_use_debanding);
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ClassDB::bind_method(D_METHOD("set_night_sky", "night_sky"), &PhysicalSkyMaterial::set_night_sky);
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ClassDB::bind_method(D_METHOD("get_night_sky"), &PhysicalSkyMaterial::get_night_sky);
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@ -624,7 +624,7 @@ void PhysicalSkyMaterial::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_disk_scale", PROPERTY_HINT_RANGE, "0,360,0.01"), "set_sun_disk_scale", "get_sun_disk_scale");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_ground_color", "get_ground_color");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "exposure", PROPERTY_HINT_RANGE, "0,128,0.01"), "set_exposure", "get_exposure");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "dither_strength", PROPERTY_HINT_RANGE, "0,10,0.01"), "set_dither_strength", "get_dither_strength");
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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::OBJECT, "night_sky", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_night_sky", "get_night_sky");
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}
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@ -655,7 +655,7 @@ uniform float turbidity : hint_range(0, 1000) = 10.0;
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uniform float sun_disk_scale : hint_range(0, 360) = 1.0;
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uniform vec4 ground_color : source_color = vec4(0.1, 0.07, 0.034, 1.0);
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uniform float exposure : hint_range(0, 128) = 0.1;
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uniform float dither_strength : hint_range(0, 10) = 1.0;
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uniform bool use_debanding = true;
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uniform sampler2D night_sky : source_color, hint_default_black;
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@ -673,11 +673,11 @@ float henyey_greenstein(float cos_theta, float g) {
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return k * (1.0 - g * g) / (pow(1.0 + g * g - 2.0 * g * cos_theta, 1.5));
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}
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// From: https://www.shadertoy.com/view/4sfGzS credit to iq
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float hash(vec3 p) {
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p = fract( p * 0.3183099 + 0.1 );
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p *= 17.0;
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return fract(p.x * p.y * p.z * (p.x + p.y + p.z));
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// https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
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vec3 interleaved_gradient_noise(vec2 pos) {
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const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);
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float res = fract(magic.z * fract(dot(pos, magic.xy))) * 2.0 - 1.0;
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return vec3(res, -res, res) / 255.0;
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}
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void sky() {
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@ -727,8 +727,9 @@ void sky() {
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vec3 color = (Lin + L0) * 0.04;
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COLOR = pow(color, vec3(1.0 / (1.2 + (1.2 * sun_fade))));
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COLOR *= exposure;
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// Make optional, eliminates banding.
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COLOR += (hash(EYEDIR * 1741.9782) * 0.08 - 0.04) * 0.016 * dither_strength;
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if (use_debanding) {
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COLOR += interleaved_gradient_noise(FRAGCOORD.xy);
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}
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} else {
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// There is no sun, so display night_sky and nothing else.
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COLOR = texture(night_sky, SKY_COORDS).xyz * 0.04;
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@ -751,7 +752,7 @@ PhysicalSkyMaterial::PhysicalSkyMaterial() {
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set_sun_disk_scale(1.0);
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set_ground_color(Color(0.1, 0.07, 0.034));
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set_exposure(0.1);
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set_dither_strength(1.0);
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set_use_debanding(true);
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}
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PhysicalSkyMaterial::~PhysicalSkyMaterial() {
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@ -52,7 +52,7 @@ private:
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float sun_angle_max = 0.0f;
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float sun_curve = 0.0f;
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float dither_strength = 0.0f;
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bool use_debanding = true;
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static Mutex shader_mutex;
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static RID shader;
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@ -99,8 +99,8 @@ public:
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void set_sun_curve(float p_curve);
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float get_sun_curve() const;
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void set_dither_strength(float p_dither_strength);
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float get_dither_strength() const;
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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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virtual Shader::Mode get_shader_mode() const override;
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virtual RID get_shader_rid() const override;
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@ -167,7 +167,7 @@ private:
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float sun_disk_scale = 0.0f;
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Color ground_color;
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float exposure = 0.0f;
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float dither_strength = 0.0f;
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bool use_debanding = true;
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Ref<Texture2D> night_sky;
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static void _update_shader();
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mutable bool shader_set = false;
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@ -203,8 +203,8 @@ public:
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void set_exposure(float p_exposure);
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float get_exposure() const;
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void set_dither_strength(float p_dither_strength);
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float get_dither_strength() const;
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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_night_sky(const Ref<Texture2D> &p_night_sky);
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Ref<Texture2D> get_night_sky() const;
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@ -2926,6 +2926,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
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{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "quarter_res_color", "QUARTER_RES_COLOR" },
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{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SAMPLER, "radiance", "RADIANCE" },
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{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
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{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
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{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "sky_coords", "SKY_COORDS" },
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{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
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@ -846,6 +846,7 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
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actions.renames["POSITION"] = "params.position_multiplier.xyz";
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actions.renames["SKY_COORDS"] = "panorama_coords";
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actions.renames["SCREEN_UV"] = "uv";
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actions.renames["FRAGCOORD"] = "gl_FragCoord";
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actions.renames["TIME"] = "params.time";
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actions.renames["PI"] = _MKSTR(Math_PI);
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actions.renames["TAU"] = _MKSTR(Math_TAU);
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@ -422,6 +422,7 @@ ShaderTypes::ShaderTypes() {
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shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["EYEDIR"] = constt(ShaderLanguage::TYPE_VEC3);
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shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
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shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
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shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["SKY_COORDS"] = constt(ShaderLanguage::TYPE_VEC2);
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shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["HALF_RES_COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
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shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["QUARTER_RES_COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
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