pandemonium_engine/scene/3d
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
..
area.cpp
area.h
audio_stream_player_3d.cpp
audio_stream_player_3d.h
baked_lightmap.cpp
baked_lightmap.h
camera.cpp
camera.h
collision_object.cpp
collision_object.h
collision_polygon.cpp
collision_polygon.h
collision_shape.cpp
collision_shape.h
cpu_particles.cpp
cpu_particles.h
cull_instance.cpp
cull_instance.h
gi_probe.cpp
gi_probe.h
gpu_particles.cpp
gpu_particles.h
immediate_geometry.cpp
immediate_geometry.h
importer_mesh_instance_3d.cpp
importer_mesh_instance_3d.h
interpolated_camera.cpp
interpolated_camera.h
label_3d.cpp
label_3d.h
light.cpp
light.h
lightmapper.cpp
lightmapper.h
listener.cpp
listener.h
lod_manager.cpp
lod_manager.h
lod.cpp
lod.h
merge_group.cpp
merge_group.h
mesh_instance.cpp
mesh_instance.h
multimesh_instance.cpp
multimesh_instance.h
navigation_agent.cpp
navigation_agent.h
navigation_geometry_parser_3d.cpp
navigation_geometry_parser_3d.h
navigation_link_3d.cpp
navigation_link_3d.h
navigation_mesh_instance.cpp
navigation_mesh_instance.h
navigation_obstacle.cpp
navigation_obstacle.h
navigation.cpp
navigation.h
occluder.cpp
occluder.h
path.cpp
path.h
physics_body.cpp
physics_body.h
physics_joint.cpp
physics_joint.h
portal.cpp
portal.h
position_3d.cpp
position_3d.h
proximity_group.cpp
proximity_group.h
ray_cast.cpp
ray_cast.h
reflection_probe.cpp
reflection_probe.h
remote_transform.cpp
remote_transform.h
room_group.cpp
room_group.h
room_manager.cpp
room_manager.h
room.cpp
room.h
SCsub
shape_cast.cpp
shape_cast.h
soft_body.cpp
soft_body.h
spatial_velocity_tracker.cpp
spatial_velocity_tracker.h
spring_arm.cpp
spring_arm.h
sprite_3d.cpp
sprite_3d.h
vehicle_body.cpp
vehicle_body.h
visibility_notifier.cpp
visibility_notifier.h
visual_instance.cpp
visual_instance.h
voxel_light_baker.cpp
voxel_light_baker.h
world_environment_3d.cpp
world_environment_3d.h