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Merge pull request #55332 from Calinou/voxelgidata-tweak-default-dynamic-range

Decrease the default dynamic range in VoxelGIData to 2.0
Rémi Verschelde 3 年之前
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共有 3 个文件被更改,包括 3 次插入3 次删除
  1. 1 1
      doc/classes/VoxelGIData.xml
  2. 1 1
      scene/3d/voxel_gi.h
  3. 1 1
      servers/rendering/renderer_rd/renderer_storage_rd.h

+ 1 - 1
doc/classes/VoxelGIData.xml

@@ -60,7 +60,7 @@
 		<member name="bias" type="float" setter="set_bias" getter="get_bias" default="1.5">
 		<member name="bias" type="float" setter="set_bias" getter="get_bias" default="1.5">
 			The normal bias to use for indirect lighting and reflections. Higher values reduce self-reflections visible in non-rough materials, at the cost of more visible light leaking and flatter-looking indirect lighting. To prioritize hiding self-reflections over lighting quality, set [member bias] to [code]0.0[/code] and [member normal_bias] to a value between [code]1.0[/code] and [code]2.0[/code].
 			The normal bias to use for indirect lighting and reflections. Higher values reduce self-reflections visible in non-rough materials, at the cost of more visible light leaking and flatter-looking indirect lighting. To prioritize hiding self-reflections over lighting quality, set [member bias] to [code]0.0[/code] and [member normal_bias] to a value between [code]1.0[/code] and [code]2.0[/code].
 		</member>
 		</member>
-		<member name="dynamic_range" type="float" setter="set_dynamic_range" getter="get_dynamic_range" default="4.0">
+		<member name="dynamic_range" type="float" setter="set_dynamic_range" getter="get_dynamic_range" default="2.0">
 			The dynamic range to use ([code]1.0[/code] represents a low dynamic range scene brightness). Higher values can be used to provide brighter indirect lighting, at the cost of more visible color banding in dark areas (both in indirect lighting and reflections). To avoid color banding, it's recommended to use the lowest value that does not result in visible light clipping.
 			The dynamic range to use ([code]1.0[/code] represents a low dynamic range scene brightness). Higher values can be used to provide brighter indirect lighting, at the cost of more visible color banding in dark areas (both in indirect lighting and reflections). To avoid color banding, it's recommended to use the lowest value that does not result in visible light clipping.
 		</member>
 		</member>
 		<member name="energy" type="float" setter="set_energy" getter="get_energy" default="1.0">
 		<member name="energy" type="float" setter="set_energy" getter="get_energy" default="1.0">

+ 1 - 1
scene/3d/voxel_gi.h

@@ -45,7 +45,7 @@ class VoxelGIData : public Resource {
 	AABB bounds;
 	AABB bounds;
 	Vector3 octree_size;
 	Vector3 octree_size;
 
 
-	float dynamic_range = 4.0;
+	float dynamic_range = 2.0;
 	float energy = 1.0;
 	float energy = 1.0;
 	float bias = 1.5;
 	float bias = 1.5;
 	float normal_bias = 0.0;
 	float normal_bias = 0.0;

+ 1 - 1
servers/rendering/renderer_rd/renderer_storage_rd.h

@@ -1099,7 +1099,7 @@ private:
 		AABB bounds;
 		AABB bounds;
 		Vector3i octree_size;
 		Vector3i octree_size;
 
 
-		float dynamic_range = 4.0;
+		float dynamic_range = 2.0;
 		float energy = 1.0;
 		float energy = 1.0;
 		float bias = 1.4;
 		float bias = 1.4;
 		float normal_bias = 0.0;
 		float normal_bias = 0.0;