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[3.2] Lightness of dynamic objects from Energy BakedLightmapData #44458
[3.2] Lightness of dynamic objects from Energy BakedLightmapData #44458
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Looks reasonable to me. But I am unfamiliar with this code. Will need to wait for @JFonS to approve.
With this approach we need to make sure I think a better alternative is to multiply the lightmap energy directly in the shader. That would be in: godot/drivers/gles3/shaders/scene.glsl Lines 1856 to 1861 in cddff04
and for GLES2: godot/drivers/gles3/shaders/scene.glsl Lines 1856 to 1861 in cddff04
The |
@JFonS
but I still haven't found a way to do it through the shader. |
ah right, my bad. I haven't looked deeply into it, but it seems like it won't be easy to get the capture energy when setting up the shader uniforms. So we're back to your implementation :) I say we merge this PR and, if we find any case where capture is not updated after changing the energy, we can look into it. |
@JFonS If the change is done in the shader, then this problem will not occur. |
@JFonS oops! I accidentally pressed "Re-request review". I don't know much about github and its functions yet. Sorry |
@dedm0zaj No worries :) |
Thanks! |
Added the effect of Energy BakedLightmapData on dynamic objects.
On the GIF: cubes are dynamic objects.
Works well in a running game.
In the editor, for the changes to the Energy parameter to take effect, you need to turn off and on the visibility of BakedLightmap.
Bugsquad edit: Closes godotengine/godot-proposals#1952.