Commit Graph

14 Commits

Author SHA1 Message Date
Hugo Locurcio
769c33abdf Backport DirectionalLight fade_start property to 3.x
- Implement shadow fading when using the Orthogonal shadow mode
  (like in `master`).

This allows customizing the distance at which directional shadows
start to fade away. Shadow fading will also always start at the same
distance now, regardless of the current shadow mode in use.

This is useful for enclosed levels to prevent shadows from fading
at all with a well-tuned maximum distance.

The default fade start value (0.8) results in fading happening later
in the distance compared to the previous behavior, where fading started
from the last shadow split distance (0.6 in PSSM 4 Splits and
0.1 in PSSM 2 Splits).
2024-07-17 00:11:17 +02:00
6783cb92ab Re-extracted class docs. 2024-04-26 17:32:25 +02:00
0edc5438dd Re-extracted class docs. 2024-02-25 10:26:26 +01:00
93a2081a58 Re-extracted class docs. 2023-10-12 01:59:32 +02:00
59ae5c4662 Ported from godot: add support for 3 dir shadow splits
- Ansraer
54bc6a300e
2023-10-02 18:12:54 +02:00
86c9343349 Updated the links in the docs. 2023-08-29 22:33:15 +02:00
8ed3b41865 Re-extracted class docs. 2023-08-26 22:41:21 +02:00
ee6f207b0d Re-extracted class docs pt1. 2023-06-13 15:22:43 +02:00
fc991ede18 Re-extracted class docs. 2023-01-14 13:38:58 +01:00
41f130d9fd Re-extracted the class docs. 2022-11-20 23:27:04 +01:00
a1974c8338 Re-extracted the class docs. 2022-08-23 13:09:12 +02:00
714547cb17 Re-extracted class docs. 2022-08-21 00:40:49 +02:00
6871b0c752 Ported: Only show relevant properties in the DirectionalLight inspector
Some split distance properties are unused depending on the
current shadow mode. Also, Blend Splits and Bias Split Scale can
only be used if the shadow mode is PSSM 2 Splits or PSSM 4 Splits.
- Calinou
1806661462
2022-07-29 17:24:47 +02:00
49f8e8c398 Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00