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_From @Jin02 on November 25, 2016 9:30_
Atmosphere Sky Scattering을 구현한다.
_Copied from original issue: Jin02/SOCEngine#57_
Jin02 updated
6 years ago
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Just pressing the Edit button under Pass on the Render toolbar gives this message:
```
# ERROR : 2268 - This function is missing:
#
#
#
```
I guess this is a function that Softimage expects …
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**Godot version:**
`master` / 869887641f3d
**OS/device including version:**
Manjaro Linux 18.2
**Issue description:**
Sub-surface scattering effect used to work (albeit rather primitively) be…
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Would you be interested in a procedural sky as an example. I can supply the shaders which are pretty simple and require almost no setup on the cpu only clip quad rendered at the far plane with the cam…
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SELECT 13, bq.id, 'Legal'
FROM (
SELECT
`u`.`id` AS `id`,
CASE
WHEN layout = 'transform' OR layout = 'flip' OR layout = 'meld' THEN
GRO…
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SELECT 13, bq.id, 'Legal'
FROM (
SELECT
`u`.`id` AS `id`,
CASE
WHEN layout = 'transform' OR layout = 'flip' OR layout = 'meld' THEN
GRO…
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Right now we are setting the skybox in the shader. This works fine for static skyboxes but curious how this would work with something more dynamic like AzureSky (which we use) that is set and adjust …
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SELECT 14, bq.id, 'Legal'
FROM (
SELECT
`u`.`id` AS `id`,
CASE
WHEN layout = 'transform' OR layout = 'flip' THEN
GROUP_CONCAT(CASE WHEN…
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The textures, west, east, front, back are only filled half with the sky texture, the rest is black. So if the player stands on a little higher position and looks down, he is able to see the black part…
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I have noticed that there is a greater discretization fluctuation of the "INTEGRATED INTENSITY" from a steady fire source along the normal grid directions. See the first image below.
It appears as tho…