Add BounceIntensity to Global Illumination settings

This commit is contained in:
Wojciech Figat
2022-06-30 15:27:31 +02:00
parent 27515585db
commit 4007c5e29c
5 changed files with 22 additions and 11 deletions

View File

@@ -296,10 +296,15 @@ API_ENUM(Attributes="Flags") enum class GlobalIlluminationSettingsOverride : int
/// </summary>
FallbackIrradiance = 1 << 4,
/// <summary>
/// Overrides <see cref="GlobalIlluminationSettings.BounceIntensity"/> property.
/// </summary>
BounceIntensity = 1 << 5,
/// <summary>
/// All properties.
/// </summary>
All = Mode | Intensity | TemporalResponse | Distance | FallbackIrradiance,
All = Mode | Intensity | TemporalResponse | Distance | FallbackIrradiance | BounceIntensity,
};
/// <summary>
@@ -329,6 +334,12 @@ API_STRUCT() struct FLAXENGINE_API GlobalIlluminationSettings : ISerializable
API_FIELD(Attributes="EditorOrder(10), Limit(0, 10, 0.01f), PostProcessSetting((int)GlobalIlluminationSettingsOverride.Intensity)")
float Intensity = 1.0f;
/// <summary>
/// Global Illumination infinite indirect lighting bounce intensity scale. Can be used to boost or reduce GI effect for the light bouncing on the surfaces.
/// </summary>
API_FIELD(Attributes="EditorOrder(11), Limit(0, 10, 0.01f), PostProcessSetting((int)GlobalIlluminationSettingsOverride.BounceIntensity)")
float BounceIntensity = 1.0f;
/// <summary>
/// Defines how quickly GI blends between the the current frame and the history buffer. Lower values update GI faster, but with more jittering and noise. If the camera in your game doesn't move much, we recommend values closer to 1.
/// </summary>