Merge pull request #41418 from clayjohn/Vulkan-aerial

Add aerial perspective to fixed fog
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Rémi Verschelde 2020-10-18 17:32:19 +02:00 committed by GitHub
commit d9e5c355e5
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15 changed files with 85 additions and 26 deletions

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@ -98,6 +98,10 @@
<member name="background_mode" type="int" setter="set_background" getter="get_background" enum="Environment.BGMode" default="0"> <member name="background_mode" type="int" setter="set_background" getter="get_background" enum="Environment.BGMode" default="0">
The background mode. See [enum BGMode] for possible values. The background mode. See [enum BGMode] for possible values.
</member> </member>
<member name="fog_aerial_perspective" type="float" setter="set_fog_aerial_perspective" getter="get_fog_aerial_perspective" default="0.0">
Blend factor between the fog's color and the color of the background [Sky]. Must have [member background_mode] set to [constant BG_SKY].
This is useful to simulate [url=https://en.wikipedia.org/wiki/Aerial_perspective]aerial perspective[/url] in large scenes with low density fog. However, it is not very useful for high-density fog, as the sky will shine through. When set to [code]1.0[/code], the fog color comes completely from the [Sky]. If set to [code]0.0[/code], aerial perspective is disabled.
</member>
<member name="fog_density" type="float" setter="set_fog_density" getter="get_fog_density" default="0.001"> <member name="fog_density" type="float" setter="set_fog_density" getter="get_fog_density" default="0.001">
</member> </member>
<member name="fog_enabled" type="bool" setter="set_fog_enabled" getter="is_fog_enabled" default="false"> <member name="fog_enabled" type="bool" setter="set_fog_enabled" getter="is_fog_enabled" default="false">

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@ -44,6 +44,9 @@ void Environment::set_background(BGMode p_bg) {
bg_mode = p_bg; bg_mode = p_bg;
RS::get_singleton()->environment_set_background(environment, RS::EnvironmentBG(p_bg)); RS::get_singleton()->environment_set_background(environment, RS::EnvironmentBG(p_bg));
_change_notify(); _change_notify();
if (bg_mode != BG_SKY) {
set_fog_aerial_perspective(0.0);
}
} }
Environment::BGMode Environment::get_background() const { Environment::BGMode Environment::get_background() const {
@ -739,6 +742,14 @@ float Environment::get_fog_height_density() const {
return fog_height_density; return fog_height_density;
} }
void Environment::set_fog_aerial_perspective(float p_aerial_perspective) {
fog_aerial_perspective = p_aerial_perspective;
_update_fog();
}
float Environment::get_fog_aerial_perspective() const {
return fog_aerial_perspective;
}
void Environment::_update_fog() { void Environment::_update_fog() {
RS::get_singleton()->environment_set_fog( RS::get_singleton()->environment_set_fog(
environment, environment,
@ -748,7 +759,8 @@ void Environment::_update_fog() {
fog_sun_scatter, fog_sun_scatter,
fog_density, fog_density,
fog_height, fog_height,
fog_height_density); fog_height_density,
fog_aerial_perspective);
} }
// Volumetric Fog // Volumetric Fog
@ -887,6 +899,12 @@ void Environment::_validate_property(PropertyInfo &property) const {
} }
} }
if (property.name == "fog_aerial_perspective") {
if (bg_mode != BG_SKY) {
property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
}
}
if (property.name == "glow_intensity" && glow_blend_mode == GLOW_BLEND_MODE_MIX) { if (property.name == "glow_intensity" && glow_blend_mode == GLOW_BLEND_MODE_MIX) {
property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL; property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
} }
@ -1219,6 +1237,9 @@ void Environment::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_fog_height_density", "height_density"), &Environment::set_fog_height_density); ClassDB::bind_method(D_METHOD("set_fog_height_density", "height_density"), &Environment::set_fog_height_density);
ClassDB::bind_method(D_METHOD("get_fog_height_density"), &Environment::get_fog_height_density); ClassDB::bind_method(D_METHOD("get_fog_height_density"), &Environment::get_fog_height_density);
ClassDB::bind_method(D_METHOD("set_fog_aerial_perspective", "aerial_perspective"), &Environment::set_fog_aerial_perspective);
ClassDB::bind_method(D_METHOD("get_fog_aerial_perspective"), &Environment::get_fog_aerial_perspective);
ADD_GROUP("Fog", "fog_"); ADD_GROUP("Fog", "fog_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_enabled"), "set_fog_enabled", "is_fog_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_enabled"), "set_fog_enabled", "is_fog_enabled");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "fog_light_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_fog_light_color", "get_fog_light_color"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "fog_light_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_fog_light_color", "get_fog_light_color");
@ -1226,6 +1247,7 @@ void Environment::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_sun_scatter", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater"), "set_fog_sun_scatter", "get_fog_sun_scatter"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_sun_scatter", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater"), "set_fog_sun_scatter", "get_fog_sun_scatter");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_density", PROPERTY_HINT_RANGE, "0,16,0.0001"), "set_fog_density", "get_fog_density"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_density", PROPERTY_HINT_RANGE, "0,16,0.0001"), "set_fog_density", "get_fog_density");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_aerial_perspective", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_fog_aerial_perspective", "get_fog_aerial_perspective");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_height", PROPERTY_HINT_RANGE, "-1024,1024,0.01,or_lesser,or_greater"), "set_fog_height", "get_fog_height"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_height", PROPERTY_HINT_RANGE, "-1024,1024,0.01,or_lesser,or_greater"), "set_fog_height", "get_fog_height");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_height_density", PROPERTY_HINT_RANGE, "0,128,0.001,or_greater"), "set_fog_height_density", "get_fog_height_density"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fog_height_density", PROPERTY_HINT_RANGE, "0,128,0.001,or_greater"), "set_fog_height_density", "get_fog_height_density");

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@ -190,6 +190,7 @@ private:
float fog_density = 0.001; float fog_density = 0.001;
float fog_height = 0.0; float fog_height = 0.0;
float fog_height_density = 0.0; //can be negative to invert effect float fog_height_density = 0.0; //can be negative to invert effect
float fog_aerial_perspective = 0.0;
void _update_fog(); void _update_fog();
@ -368,6 +369,8 @@ public:
float get_fog_height() const; float get_fog_height() const;
void set_fog_height_density(float p_amount); void set_fog_height_density(float p_amount);
float get_fog_height_density() const; float get_fog_height_density() const;
void set_fog_aerial_perspective(float p_aerial_perspective);
float get_fog_aerial_perspective() const;
// Volumetric Fog // Volumetric Fog
void set_volumetric_fog_enabled(bool p_enable); void set_volumetric_fog_enabled(bool p_enable);

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@ -111,7 +111,7 @@ public:
virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) = 0; virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) = 0;
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) = 0; 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;
virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) = 0; virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) = 0;

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@ -1335,6 +1335,7 @@ void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, RID p_rende
if (scene_state.ubo.fog_height_density >= 0.0001) { if (scene_state.ubo.fog_height_density >= 0.0001) {
scene_state.ubo.fog_height_density = 1.0 / scene_state.ubo.fog_height_density; scene_state.ubo.fog_height_density = 1.0 / scene_state.ubo.fog_height_density;
} }
scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_environment);
Color fog_color = environment_get_fog_light_color(p_environment).to_linear(); Color fog_color = environment_get_fog_light_color(p_environment).to_linear();
float fog_energy = environment_get_fog_light_energy(p_environment); float fog_energy = environment_get_fog_light_energy(p_environment);

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@ -308,12 +308,6 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
float viewport_size[2]; float viewport_size[2];
float screen_pixel_size[2]; float screen_pixel_size[2];
float time;
float reflection_multiplier;
uint32_t pancake_shadows;
uint32_t pad;
float directional_penumbra_shadow_kernel[128]; //32 vec4s float directional_penumbra_shadow_kernel[128]; //32 vec4s
float directional_soft_shadow_kernel[128]; float directional_soft_shadow_kernel[128];
float penumbra_shadow_kernel[128]; float penumbra_shadow_kernel[128];
@ -366,7 +360,6 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
uint32_t volumetric_fog_pad; uint32_t volumetric_fog_pad;
// Fog // Fog
uint32_t fog_enabled; uint32_t fog_enabled;
float fog_density; float fog_density;
float fog_height; float fog_height;
@ -374,6 +367,13 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
float fog_light_color[3]; float fog_light_color[3];
float fog_sun_scatter; float fog_sun_scatter;
float fog_aerial_perspective;
float time;
float reflection_multiplier;
uint32_t pancake_shadows;
}; };
UBO ubo; UBO ubo;

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@ -2322,6 +2322,7 @@ void RasterizerSceneRD::_setup_sky(RID p_environment, RID p_render_buffers, cons
sky_scene_state.ubo.z_far = p_projection.get_z_far(); sky_scene_state.ubo.z_far = p_projection.get_z_far();
sky_scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_environment); sky_scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_environment);
sky_scene_state.ubo.fog_density = environment_get_fog_density(p_environment); sky_scene_state.ubo.fog_density = environment_get_fog_density(p_environment);
sky_scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_environment);
Color fog_color = environment_get_fog_light_color(p_environment).to_linear(); Color fog_color = environment_get_fog_light_color(p_environment).to_linear();
float fog_energy = environment_get_fog_light_energy(p_environment); float fog_energy = environment_get_fog_light_energy(p_environment);
sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy; sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
@ -2971,7 +2972,7 @@ void RasterizerSceneRD::environment_set_sdfgi(RID p_env, bool p_enable, RS::Envi
env->sdfgi_y_scale = p_y_scale; env->sdfgi_y_scale = p_y_scale;
} }
void RasterizerSceneRD::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) { void RasterizerSceneRD::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_fog_aerial_perspective) {
Environment *env = environment_owner.getornull(p_env); Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env); ERR_FAIL_COND(!env);
@ -2982,6 +2983,7 @@ void RasterizerSceneRD::environment_set_fog(RID p_env, bool p_enable, const Colo
env->fog_density = p_density; env->fog_density = p_density;
env->fog_height = p_height; env->fog_height = p_height;
env->fog_height_density = p_height_density; env->fog_height_density = p_height_density;
env->fog_aerial_perspective = p_fog_aerial_perspective;
} }
bool RasterizerSceneRD::environment_is_fog_enabled(RID p_env) const { bool RasterizerSceneRD::environment_is_fog_enabled(RID p_env) const {
@ -3022,6 +3024,12 @@ float RasterizerSceneRD::environment_get_fog_height_density(RID p_env) const {
return env->fog_height_density; return env->fog_height_density;
} }
float RasterizerSceneRD::environment_get_fog_aerial_perspective(RID p_env) const {
const Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->fog_aerial_perspective;
}
void RasterizerSceneRD::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, RenderingServer::EnvVolumetricFogShadowFilter p_shadow_filter) { void RasterizerSceneRD::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, RenderingServer::EnvVolumetricFogShadowFilter p_shadow_filter) {
Environment *env = environment_owner.getornull(p_env); Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env); ERR_FAIL_COND(!env);

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@ -67,7 +67,8 @@ protected:
uint32_t volumetric_fog_enabled; uint32_t volumetric_fog_enabled;
float volumetric_fog_inv_length; float volumetric_fog_inv_length;
float volumetric_fog_detail_spread; float volumetric_fog_detail_spread;
uint32_t volumetric_fog_pad;
float fog_aerial_perspective;
float fog_light_color[3]; float fog_light_color[3];
float fog_sun_scatter; float fog_sun_scatter;
@ -706,6 +707,7 @@ private:
float fog_density = 0.001; float fog_density = 0.001;
float fog_height = 0.0; float fog_height = 0.0;
float fog_height_density = 0.0; //can be negative to invert effect float fog_height_density = 0.0; //can be negative to invert effect
float fog_aerial_perspective = 0.0;
/// Volumetric Fog /// Volumetric Fog
/// ///
@ -1534,7 +1536,7 @@ public:
void environment_glow_set_use_bicubic_upscale(bool p_enable); void environment_glow_set_use_bicubic_upscale(bool p_enable);
void environment_glow_set_use_high_quality(bool p_enable); void environment_glow_set_use_high_quality(bool p_enable);
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); 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);
bool environment_is_fog_enabled(RID p_env) const; bool environment_is_fog_enabled(RID p_env) const;
Color environment_get_fog_light_color(RID p_env) const; Color environment_get_fog_light_color(RID p_env) const;
float environment_get_fog_light_energy(RID p_env) const; float environment_get_fog_light_energy(RID p_env) const;
@ -1542,6 +1544,7 @@ public:
float environment_get_fog_density(RID p_env) const; float environment_get_fog_density(RID p_env) const;
float environment_get_fog_height(RID p_env) const; float environment_get_fog_height(RID p_env) const;
float environment_get_fog_height_density(RID p_env) const; float environment_get_fog_height_density(RID p_env) const;
float environment_get_fog_aerial_perspective(RID p_env) const;
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); 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);

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@ -1621,6 +1621,22 @@ vec4 volumetric_fog_process(vec2 screen_uv, float z) {
vec4 fog_process(vec3 vertex) { vec4 fog_process(vec3 vertex) {
vec3 fog_color = scene_data.fog_light_color; vec3 fog_color = scene_data.fog_light_color;
if (scene_data.fog_aerial_perspective > 0.0) {
vec3 sky_fog_color = vec3(0.0);
vec3 cube_view = scene_data.radiance_inverse_xform * vertex;
// mip_level always reads from the second mipmap and higher so the fog is always slightly blurred
float mip_level = mix(1.0 / MAX_ROUGHNESS_LOD, 1.0, 1.0 - (abs(vertex.z) - scene_data.z_near) / (scene_data.z_far - scene_data.z_near));
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
float lod, blend;
blend = modf(mip_level * MAX_ROUGHNESS_LOD, lod);
sky_fog_color = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod)).rgb;
sky_fog_color = mix(sky_fog_color, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod + 1)).rgb, blend);
#else
sky_fog_color = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_view, mip_level * MAX_ROUGHNESS_LOD).rgb;
#endif //USE_RADIANCE_CUBEMAP_ARRAY
fog_color = mix(fog_color, sky_fog_color, scene_data.fog_aerial_perspective);
}
if (scene_data.fog_sun_scatter > 0.001) { if (scene_data.fog_sun_scatter > 0.001) {
vec4 sun_scatter = vec4(0.0); vec4 sun_scatter = vec4(0.0);
float sun_total = 0.0; float sun_total = 0.0;

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@ -43,12 +43,6 @@ layout(set = 0, binding = 3, std140) uniform SceneData {
vec2 viewport_size; vec2 viewport_size;
vec2 screen_pixel_size; vec2 screen_pixel_size;
float time;
float reflection_multiplier; // one normally, zero when rendering reflections
bool pancake_shadows;
uint pad;
//use vec4s because std140 doesnt play nice with vec2s, z and w are wasted //use vec4s because std140 doesnt play nice with vec2s, z and w are wasted
vec4 directional_penumbra_shadow_kernel[32]; vec4 directional_penumbra_shadow_kernel[32];
vec4 directional_soft_shadow_kernel[32]; vec4 directional_soft_shadow_kernel[32];
@ -108,6 +102,13 @@ layout(set = 0, binding = 3, std140) uniform SceneData {
vec3 fog_light_color; vec3 fog_light_color;
float fog_sun_scatter; float fog_sun_scatter;
float fog_aerial_perspective;
float time;
float reflection_multiplier; // one normally, zero when rendering reflections
bool pancake_shadows;
} }
scene_data; scene_data;

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@ -62,7 +62,8 @@ layout(set = 0, binding = 2, std140) uniform SceneData {
bool volumetric_fog_enabled; bool volumetric_fog_enabled;
float volumetric_fog_inv_length; float volumetric_fog_inv_length;
float volumetric_fog_detail_spread; float volumetric_fog_detail_spread;
uint volumetric_fog_pad;
float fog_aerial_perspective;
vec3 fog_light_color; vec3 fog_light_color;
float fog_sun_scatter; float fog_sun_scatter;
@ -140,8 +141,8 @@ vec4 volumetric_fog_process(vec2 screen_uv) {
return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos); return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
} }
vec4 fog_process(vec3 view) { vec4 fog_process(vec3 view, vec3 sky_color) {
vec3 fog_color = scene_data.fog_light_color; vec3 fog_color = mix(scene_data.fog_light_color, sky_color, scene_data.fog_aerial_perspective);
if (scene_data.fog_sun_scatter > 0.001) { if (scene_data.fog_sun_scatter > 0.001) {
vec4 sun_scatter = vec4(0.0); vec4 sun_scatter = vec4(0.0);
@ -225,7 +226,7 @@ FRAGMENT_SHADER_CODE
// Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky. // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
if (scene_data.fog_enabled) { if (scene_data.fog_enabled) {
vec4 fog = fog_process(cube_normal); vec4 fog = fog_process(cube_normal, frag_color.rgb);
frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a); frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
} }

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@ -589,7 +589,7 @@ public:
BIND6(environment_set_adjustment, RID, bool, float, float, float, RID) BIND6(environment_set_adjustment, RID, bool, float, float, float, RID)
BIND8(environment_set_fog, RID, bool, const Color &, float, float, float, float, float) BIND9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
BIND9(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, EnvVolumetricFogShadowFilter) BIND9(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, EnvVolumetricFogShadowFilter)
BIND2(environment_set_volumetric_fog_volume_size, int, int) BIND2(environment_set_volumetric_fog_volume_size, int, int)

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@ -500,7 +500,7 @@ public:
FUNC6(environment_set_adjustment, RID, bool, float, float, float, RID) FUNC6(environment_set_adjustment, RID, bool, float, float, float, RID)
FUNC8(environment_set_fog, RID, bool, const Color &, float, float, float, float, float) FUNC9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
FUNC9(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, EnvVolumetricFogShadowFilter) FUNC9(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, EnvVolumetricFogShadowFilter)

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@ -1751,7 +1751,7 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("environment_set_adjustment", "env", "enable", "brightness", "contrast", "saturation", "ramp"), &RenderingServer::environment_set_adjustment); ClassDB::bind_method(D_METHOD("environment_set_adjustment", "env", "enable", "brightness", "contrast", "saturation", "ramp"), &RenderingServer::environment_set_adjustment);
ClassDB::bind_method(D_METHOD("environment_set_ssr", "env", "enable", "max_steps", "fade_in", "fade_out", "depth_tolerance"), &RenderingServer::environment_set_ssr); ClassDB::bind_method(D_METHOD("environment_set_ssr", "env", "enable", "max_steps", "fade_in", "fade_out", "depth_tolerance"), &RenderingServer::environment_set_ssr);
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); 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);
ClassDB::bind_method(D_METHOD("environment_set_fog", "env", "enable", "light_color", "light_energy", "sun_scatter", "density", "height", "height_density"), &RenderingServer::environment_set_fog); 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);
ClassDB::bind_method(D_METHOD("scenario_create"), &RenderingServer::scenario_create); ClassDB::bind_method(D_METHOD("scenario_create"), &RenderingServer::scenario_create);
ClassDB::bind_method(D_METHOD("scenario_set_debug", "scenario", "debug_mode"), &RenderingServer::scenario_set_debug); ClassDB::bind_method(D_METHOD("scenario_set_debug", "scenario", "debug_mode"), &RenderingServer::scenario_set_debug);

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@ -914,7 +914,7 @@ public:
virtual void environment_set_sdfgi_frames_to_converge(EnvironmentSDFGIFramesToConverge p_frames) = 0; virtual void environment_set_sdfgi_frames_to_converge(EnvironmentSDFGIFramesToConverge p_frames) = 0;
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) = 0; 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;
enum EnvVolumetricFogShadowFilter { enum EnvVolumetricFogShadowFilter {
ENV_VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED, ENV_VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED,