Add GI probes spacing setting
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@@ -15,6 +15,5 @@ void GraphicsSettings::Apply()
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Graphics::AllowCSMBlending = AllowCSMBlending;
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Graphics::GlobalSDFQuality = GlobalSDFQuality;
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Graphics::GIQuality = GIQuality;
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Graphics::GlobalSurfaceAtlasResolution = GlobalSurfaceAtlasResolution;
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Graphics::PostProcessSettings = PostProcessSettings;
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}
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@@ -89,6 +89,12 @@ public:
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API_FIELD(Attributes="EditorOrder(2100), DefaultValue(Quality.High), EditorDisplay(\"Global Illumination\")")
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Quality GIQuality = Quality::High;
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/// <summary>
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/// The Global Illumination probes spacing distance (in world units). Defines the quality of the GI resolution. Adjust to 200-500 to improve performance and lower frequency GI data.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(2120), Limit(50, 1000), EditorDisplay(\"Global Illumination\")")
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float GIProbesSpacing = 100;
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/// <summary>
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/// The Global Surface Atlas resolution. Adjust it if atlas `flickers` due to overflow (eg. to 4096).
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/// </summary>
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@@ -16,7 +16,6 @@ Quality Graphics::ShadowMapsQuality = Quality::Medium;
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bool Graphics::AllowCSMBlending = false;
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Quality Graphics::GlobalSDFQuality = Quality::High;
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Quality Graphics::GIQuality = Quality::High;
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int32 Graphics::GlobalSurfaceAtlasResolution = 2048;
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PostProcessSettings Graphics::PostProcessSettings;
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#if GRAPHICS_API_NULL
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@@ -63,11 +63,6 @@ public:
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/// </summary>
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API_FIELD() static Quality GIQuality;
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/// <summary>
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/// The Global Surface Atlas resolution. Adjust it if atlas `flickers` due to overflow.
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/// </summary>
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API_FIELD() static int32 GlobalSurfaceAtlasResolution;
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/// <summary>
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/// The default Post Process settings. Can be overriden by PostFxVolume on a level locally, per camera or for a whole map.
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/// </summary>
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@@ -9,6 +9,7 @@
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#include "Engine/Core/Math/Int3.h"
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#include "Engine/Core/Math/Matrix3x3.h"
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#include "Engine/Core/Math/Quaternion.h"
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#include "Engine/Core/Config/GraphicsSettings.h"
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#include "Engine/Engine/Engine.h"
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#include "Engine/Content/Content.h"
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#include "Engine/Debug/DebugDraw.h"
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@@ -268,7 +269,8 @@ bool DynamicDiffuseGlobalIlluminationPass::Render(RenderContext& renderContext,
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// Setup options
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auto& settings = renderContext.List->Settings.GlobalIllumination;
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const float probesSpacing = 100.0f; // GI probes placement spacing nearby camera (for closest cascade; gets automatically reduced for further cascades)
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auto* graphicsSettings = GraphicsSettings::Get();
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const float probesSpacing = Math::Clamp(graphicsSettings->GIProbesSpacing, 10.0f, 1000.0f); // GI probes placement spacing nearby camera (for closest cascade; gets automatically reduced for further cascades)
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int32 probeRaysCount; // Amount of rays to trace randomly around each probe
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switch (Graphics::GIQuality)
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{
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@@ -10,8 +10,8 @@
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#include "Engine/Core/Math/OrientedBoundingBox.h"
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#include "Engine/Engine/Engine.h"
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#include "Engine/Content/Content.h"
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#include "Engine/Core/Config/GraphicsSettings.h"
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#include "Engine/Graphics/GPUDevice.h"
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#include "Engine/Graphics/Graphics.h"
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#include "Engine/Graphics/RenderTask.h"
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#include "Engine/Graphics/RenderBuffers.h"
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#include "Engine/Graphics/RenderTargetPool.h"
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@@ -345,8 +345,9 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
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PROFILE_GPU_CPU("Global Surface Atlas");
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// Setup options
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const int32 resolution = Math::Clamp(Graphics::GlobalSurfaceAtlasResolution, 256, GPU_MAX_TEXTURE_SIZE);
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const float resolutionInv = 1.0f / resolution;
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auto* graphicsSettings = GraphicsSettings::Get();
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const int32 resolution = Math::Clamp(graphicsSettings->GlobalSurfaceAtlasResolution, 256, GPU_MAX_TEXTURE_SIZE);
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const float resolutionInv = 1.0f / (float)resolution;
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auto& giSettings = renderContext.List->Settings.GlobalIllumination;
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const float distance = giSettings.Distance;
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