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Optimizing glow behavior #82353
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Optimizing glow behavior #82353
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clayjohn
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Thanks! |
Thanks guys!!! I've been waiting for this, looks amazing 🙏🙏🙏🙏🔥🔥🔥🔥🔥🔥 |
Finally we can have glowing laser beams and small neon signs in the distance which actually look like neon signs! ❤️ |
Looks awesome!!! Thank you tons |
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This should fix #56452 and fix #57693
I was working on this with @clayjohn who contributed a lot of the code and knowledge, thanks for that!
The current glow shader implementation was lacking a bit in comparison to the high-quality glow in Godot 3.
This PR fixes this by giving the glow one more sample level and also fixes the boxiness with improved sigma values.
Current glow in a test scene (Small glow missing and box shape):
This PR:
We also checked against fireflies and with this implementation, no fireflies are to be found.
On very strongly glowing objects that are very small, a kinda similar effect can be noticed - But this can be "fixed" by changing the
glow_luminance_cap
.