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Optimizing glow behavior #82353

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merged 1 commit into from
Sep 26, 2023
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RPicster
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@RPicster RPicster commented Sep 26, 2023

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):
image

This PR:
image

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.

@RPicster RPicster requested a review from a team as a code owner September 26, 2023 07:29
@RPicster RPicster force-pushed the optimizing-glow branch 2 times, most recently from 3ccbec0 to bd4b8f2 Compare September 26, 2023 07:41
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Looks good to me! Testing locally I can confirm that this brings back small highlights and only introduces a small amount of flickering in movement (only from very small light sources)

Before
Screenshot from 2023-09-26 13-49-13

After
Screenshot from 2023-09-26 13-50-02

@akien-mga akien-mga merged commit 92ac0e5 into godotengine:master Sep 26, 2023
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@akien-mga
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Thanks!

@RPicster RPicster deleted the optimizing-glow branch September 26, 2023 15:22
@Norrox
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Norrox commented Sep 28, 2023

Thanks guys!!! I've been waiting for this, looks amazing 🙏🙏🙏🙏🔥🔥🔥🔥🔥🔥

@golddotasksquestions
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Finally we can have glowing laser beams and small neon signs in the distance which actually look like neon signs! ❤️

@akien-mga akien-mga changed the title Optimizing glow behaviour Optimizing glow behavior Oct 3, 2023
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Kluskey commented Oct 4, 2023

Looks awesome!!! Thank you tons

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