Add GIProbesSpacing and GlobalSurfaceAtlasResolution to global Graphics for runtime editing
#4001
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@@ -25,7 +25,9 @@ float Graphics::ShadowUpdateRate = 1.0f;
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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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float Graphics::GIProbesSpacing = 100;
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bool Graphics::GICascadesBlending = false;
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int32 Graphics::GlobalSurfaceAtlasResolution = 2048;
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PostProcessSettings Graphics::PostProcessSettings;
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bool Graphics::GammaColorSpace = true;
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bool Graphics::SpreadWorkload = true;
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@@ -76,7 +78,9 @@ 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::GIProbesSpacing = GIProbesSpacing;
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Graphics::GICascadesBlending = GICascadesBlending;
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Graphics::GlobalSurfaceAtlasResolution = GlobalSurfaceAtlasResolution;
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Graphics::PostProcessSettings = ::PostProcessSettings();
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Graphics::PostProcessSettings.BlendWith(PostProcessSettings, 1.0f);
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Graphics::GammaColorSpace = GammaColorSpace;
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@@ -68,11 +68,21 @@ 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 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() static float GIProbesSpacing;
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/// <summary>
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/// Enables cascades splits blending for Global Illumination.
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/// </summary>
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API_FIELD() static bool GICascadesBlending;
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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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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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@@ -328,8 +328,7 @@ bool DynamicDiffuseGlobalIlluminationPass::RenderInner(RenderContext& renderCont
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// Setup options
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auto& settings = renderContext.List->Settings.GlobalIllumination;
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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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const float probesSpacing = Math::Clamp(Graphics::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) // Ensure to match CS_TraceRays permutations
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{
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@@ -16,6 +16,7 @@
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#include "Engine/Graphics/GPUContext.h"
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#include "Engine/Graphics/GPUDevice.h"
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#include "Engine/Graphics/GPUPass.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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@@ -259,8 +260,7 @@ public:
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void GetOptions(const RenderContext& renderContext, int32& resolution, float& distance)
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{
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auto* graphicsSettings = GraphicsSettings::Get();
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resolution = Math::Clamp(graphicsSettings->GlobalSurfaceAtlasResolution, 256, GPU_MAX_TEXTURE_SIZE);
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resolution = Math::Clamp(Graphics::GlobalSurfaceAtlasResolution, 256, GPU_MAX_TEXTURE_SIZE);
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auto& giSettings = renderContext.List->Settings.GlobalIllumination;
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distance = giSettings.Distance;
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}
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