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Improve 3D global illumination demo
- Readd LightmapGI example. - Allow toggling between the Once and Always update modes for the ReflectionProbe. - Add a Decal node to act as a blob shadow for dynamic objects. - Halve SSAO intensity for a better apperance in the demo's flat, bright surfaces. - Halve ambient light sky contribution when using the disabled or lightmap-based GI modes. This prevents the level's shaded areas from looking too bright and blue (with lightmaps, this change only affects dynamic objects.) - Enable FXAA and debanding for a better appearance.
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@@ -11,6 +11,7 @@ config_version=5
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[application]
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config/name="Global Illumination"
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config/description="This demo showcases Godot's global illumination systems: LightmapGI, VoxelGI, SDFGI, ReflectionProbe and screen-space effects like SSAO and SSIL."
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run/main_scene="res://test.tscn"
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config/features=PackedStringArray("4.0")
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config/icon="res://icon.png"
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@@ -20,6 +21,10 @@ config/icon="res://icon.png"
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window/stretch/mode="canvas_items"
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window/stretch/aspect="expand"
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[editor]
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export/convert_text_resources_to_binary=true
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[filesystem]
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import/blender/enabled=false
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@@ -31,7 +36,7 @@ cycle_gi_mode={
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"unicode":0,"echo":false,"script":null)
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]
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}
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toggle_reflection_probe={
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cycle_reflection_probe_mode={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":82,"unicode":0,"echo":false,"script":null)
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]
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@@ -78,5 +83,7 @@ common/enable_pause_aware_picking=true
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[rendering]
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anti_aliasing/quality/screen_space_aa=1
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anti_aliasing/quality/use_debanding=true
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quality/shadows/filter_mode=2
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environment/default_environment="res://default_env.tres"
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