From bb7e6e995117f590d39da4a073e4ce84fae63a58 Mon Sep 17 00:00:00 2001 From: FireForge <67974470+fire-forge@users.noreply.github.com> Date: Fri, 25 Mar 2022 13:47:14 -0500 Subject: [PATCH] Rename "ss_reflections_" to "ssr_" in Environment --- doc/classes/Environment.xml | 30 +++++++++++++++--------------- doc/classes/ReflectionProbe.xml | 2 +- scene/resources/environment.cpp | 16 ++++++++-------- 3 files changed, 24 insertions(+), 24 deletions(-) diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index 90d774058b8..e5e7efd3157 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -207,21 +207,6 @@ - - The depth tolerance for screen-space reflections. - - - If [code]true[/code], screen-space reflections are enabled. Screen-space reflections are more accurate than reflections from [VoxelGI]s or [ReflectionProbe]s, but are slower and can't reflect surfaces occluded by others. - - - The fade-in distance for screen-space reflections. Affects the area from the reflected material to the screen-space reflection). Only positive values are valid (negative values will be clamped to [code]0.0[/code]). - - - The fade-out distance for screen-space reflections. Affects the area from the screen-space reflection to the "global" reflection. Only positive values are valid (negative values will be clamped to [code]0.0[/code]). - - - The maximum number of steps for screen-space reflections. Higher values are slower. - The screen-space ambient occlusion intensity on materials that have an AO texture defined. Values higher than [code]0[/code] will make the SSAO effect visible in areas darkened by AO textures. @@ -264,6 +249,21 @@ The amount that the screen-space indirect lighting effect is allowed to blur over the edges of objects. Setting too high will result in aliasing around the edges of objects. Setting too low will make object edges appear blurry. + + The depth tolerance for screen-space reflections. + + + If [code]true[/code], screen-space reflections are enabled. Screen-space reflections are more accurate than reflections from [VoxelGI]s or [ReflectionProbe]s, but are slower and can't reflect surfaces occluded by others. + + + The fade-in distance for screen-space reflections. Affects the area from the reflected material to the screen-space reflection). Only positive values are valid (negative values will be clamped to [code]0.0[/code]). + + + The fade-out distance for screen-space reflections. Affects the area from the screen-space reflection to the "global" reflection. Only positive values are valid (negative values will be clamped to [code]0.0[/code]). + + + The maximum number of steps for screen-space reflections. Higher values are slower. + The default exposure used for tonemapping. diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml index debbfd8d5d4..ff66a89cb73 100644 --- a/doc/classes/ReflectionProbe.xml +++ b/doc/classes/ReflectionProbe.xml @@ -5,7 +5,7 @@ Captures its surroundings as a cubemap, and stores versions of it with increasing levels of blur to simulate different material roughnesses. - The [ReflectionProbe] is used to create high-quality reflections at a low performance cost (when [member update_mode] is [constant UPDATE_ONCE]). [ReflectionProbe]s can be blended together and with the rest of the scene smoothly. [ReflectionProbe]s can also be combined with [VoxelGI], SDFGI ([member Environment.sdfgi_enabled]) and screen-space reflections ([member Environment.ss_reflections_enabled]) to get more accurate reflections in specific areas. [ReflectionProbe]s render all objects within their [member cull_mask], so updating them can be quite expensive. It is best to update them once with the important static objects and then leave them as-is. + The [ReflectionProbe] is used to create high-quality reflections at a low performance cost (when [member update_mode] is [constant UPDATE_ONCE]). [ReflectionProbe]s can be blended together and with the rest of the scene smoothly. [ReflectionProbe]s can also be combined with [VoxelGI], SDFGI ([member Environment.sdfgi_enabled]) and screen-space reflections ([member Environment.ssr_enabled]) to get more accurate reflections in specific areas. [ReflectionProbe]s render all objects within their [member cull_mask], so updating them can be quite expensive. It is best to update them once with the important static objects and then leave them as-is. [b]Note:[/b] Unlike [VoxelGI] and SDFGI, [ReflectionProbe]s only source their environment from a [WorldEnvironment] node. If you specify an [Environment] resource within a [Camera3D] node, it will be ignored by the [ReflectionProbe]. This can lead to incorrect lighting within the [ReflectionProbe]. diff --git a/scene/resources/environment.cpp b/scene/resources/environment.cpp index 82d8ad44441..78698835fc7 100644 --- a/scene/resources/environment.cpp +++ b/scene/resources/environment.cpp @@ -1079,7 +1079,7 @@ void Environment::_validate_property(PropertyInfo &property) const { "fog_", "volumetric_fog_", "auto_exposure_", - "ss_reflections_", + "ssr_", "ssao_", "sdfgi_", "glow_", @@ -1091,7 +1091,7 @@ void Environment::_validate_property(PropertyInfo &property) const { static const char *high_end_prefixes[] = { "auto_exposure_", "tonemap_", - "ss_reflections_", + "ssr_", "ssao_", nullptr @@ -1241,12 +1241,12 @@ void Environment::_bind_methods() { ClassDB::bind_method(D_METHOD("set_ssr_depth_tolerance", "depth_tolerance"), &Environment::set_ssr_depth_tolerance); ClassDB::bind_method(D_METHOD("get_ssr_depth_tolerance"), &Environment::get_ssr_depth_tolerance); - ADD_GROUP("SS Reflections", "ss_reflections_"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ss_reflections_enabled"), "set_ssr_enabled", "is_ssr_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "ss_reflections_max_steps", PROPERTY_HINT_RANGE, "1,512,1"), "set_ssr_max_steps", "get_ssr_max_steps"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ss_reflections_fade_in", PROPERTY_HINT_EXP_EASING), "set_ssr_fade_in", "get_ssr_fade_in"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ss_reflections_fade_out", PROPERTY_HINT_EXP_EASING), "set_ssr_fade_out", "get_ssr_fade_out"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ss_reflections_depth_tolerance", PROPERTY_HINT_RANGE, "0.01,128,0.1"), "set_ssr_depth_tolerance", "get_ssr_depth_tolerance"); + ADD_GROUP("SSR", "ssr_"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ssr_enabled"), "set_ssr_enabled", "is_ssr_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "ssr_max_steps", PROPERTY_HINT_RANGE, "1,512,1"), "set_ssr_max_steps", "get_ssr_max_steps"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssr_fade_in", PROPERTY_HINT_EXP_EASING), "set_ssr_fade_in", "get_ssr_fade_in"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssr_fade_out", PROPERTY_HINT_EXP_EASING), "set_ssr_fade_out", "get_ssr_fade_out"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssr_depth_tolerance", PROPERTY_HINT_RANGE, "0.01,128,0.1"), "set_ssr_depth_tolerance", "get_ssr_depth_tolerance"); // SSAO ClassDB::bind_method(D_METHOD("set_ssao_enabled", "enabled"), &Environment::set_ssao_enabled);