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Merge branch 'master' of https://github.com/BabylonJS/Babylon.js

David Catuhe 6 jaren geleden
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+ 4 - 0
dist/preview release/what's new.md

@@ -84,6 +84,7 @@
 - Added `ShaderMaterial.setColor4Array` ([JonathanTron](https://github.com/JonathanTron/))
 - Added `ShaderMaterial.setArray4` ([JonathanTron](https://github.com/JonathanTron/))
 - Added `scene.environmentIntensity` to control the IBL strength overall in a scene ([Sebavan](https://github.com/sebavan/))
+- Added support of image processing for `WaterMaterial` ([julien-moreau](https://github.com/julien-moreau))
 
 ### ScreenshotTools
 - Added interface for argument `size` of screenshot methods ([Dok11](https://github.com/Dok11/))
@@ -133,6 +134,9 @@
 - Fixed: scene's input manager's detachControl doesn't remove a wheel event listener ([RamilKadyrov](https://github.com/RamilKadyrov))
 - Fixed Solid Particle System particle's idx and idxInShape initialization ([RamilKadyrov](https://github.com/RamilKadyrov))
 - Added in ArcRotateCamera.storeState to save targetScreenOffset, in restoreState to restore it ([RamilKadyrov](https://github.com/RamilKadyrov))
+- Fixed `CubeTexture` to keep custom `filesList` when serializing/parsing ([julien-moreau](https://github.com/julien-moreau))
+- Fixed `StandardRenderingPipeline` to properly dispose post-processes from attached cameras ([julien-moreau](https://github.com/julien-moreau))
+- Fixed `VolumetricLightScattering` post-process to use a custom vertex shader instead of the depth vertex shader. ([julien-moreau](https://github.com/julien-moreau))
 
 ## Breaking changes
 - Setting mesh.scaling to a new vector will no longer automatically call forceUpdate (this should be done manually when needed) ([TrevorDev](https://github.com/TrevorDev))

+ 6 - 1
src/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.ts

@@ -254,6 +254,11 @@ export class StandardRenderingPipeline extends PostProcessRenderPipeline impleme
     @serialize()
     public lensFlareDistortionStrength: number = 16.0;
     /**
+     * Configures the blur intensity used for for lens flare (halo)
+     */
+    @serialize()
+    public lensFlareBlurWidth: number = 512.0;
+    /**
      * Lens star texture must be used to simulate rays on the flares and is available
      * in the documentation
      */
@@ -956,7 +961,7 @@ export class StandardRenderingPipeline extends PostProcessRenderPipeline impleme
         this.lensFlarePostProcess = new PostProcess("HDRLensFlare", "standard", ["strength", "ghostDispersal", "haloWidth", "resolution", "distortionStrength"], ["lensColorSampler"], ratio / 2, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define LENS_FLARE", Constants.TEXTURETYPE_UNSIGNED_INT);
         this.addEffect(new PostProcessRenderEffect(scene.getEngine(), "HDRLensFlare", () => { return this.lensFlarePostProcess; }, true));
 
-        this._createBlurPostProcesses(scene, ratio / 4, 2);
+        this._createBlurPostProcesses(scene, ratio / 4, 2, "lensFlareBlurWidth");
 
         this.lensFlareComposePostProcess = new PostProcess("HDRLensFlareCompose", "standard", ["lensStarMatrix"], ["otherSampler", "lensDirtSampler", "lensStarSampler"], ratio, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define LENS_FLARE_COMPOSE", Constants.TEXTURETYPE_UNSIGNED_INT);
         this.addEffect(new PostProcessRenderEffect(scene.getEngine(), "HDRLensFlareCompose", () => { return this.lensFlareComposePostProcess; }, true));