From d5e0058d4fc71efc36a52d0d33d761acddc7b76e Mon Sep 17 00:00:00 2001 From: Dimas Leenman Date: Sun, 18 Aug 2024 14:49:27 +0200 Subject: [PATCH] remove the known issue from the docs because it shouldn't be an issue anymore --- usage/godot.md | 7 ------- 1 file changed, 7 deletions(-) diff --git a/usage/godot.md b/usage/godot.md index b2b8c51..31e626a 100644 --- a/usage/godot.md +++ b/usage/godot.md @@ -1,8 +1,6 @@ # Usage with godot How to get the atmosphere woking in godot. -Works with both GLES 2 and GLES 3 - ### getting the assets into godot - make a new shader resource in godot named atmosphere.shader - copy all code from [this file](../godot/shader/atmosphere.shader) into the file @@ -36,8 +34,3 @@ you can freely edit the parameters of the ShaderMaterial, here's what they do | steps_l | light ray steps, affects the sunset quality, 4 is the lowest before the quality becomes visibly worse (more is better, but slower) | intensity | the light intensity, makes the atmosphere brighet -### known issues -with very big atmospheres, it can give strange artifacts when the camera goes too far away. -setting the near clip value of the camera to something higher can help, but it does not solve the issue -This has to do with how Godot renders objects, and I can't do anything about it. -This might be solved when vulkan comes out.