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godot-god-rays-plugin's Issues

Resource Intensive

This is a great plugin. However, it's incredibly resource intensive. It causes massive FPS drops for me. I'm wondering if there's a way to improve this. Lowering the quality doesn't help much with this.

Please make a proposal to put your addon as part of core of Godot

Personally I think that your addon is great! As users of Godot we have needed that feature but it wasn't made by nobody so far. Will be great if you do a proposal becouse you have the addon already done and at the moment looks fantastic and runs pretty fast. Congrats and thank you! I think that it is a feature that could be part of the core of Godot and everyone need it. The core developers probably would accept your proposal!!!

Regards, thanks and congrats for your great work!!!

Preventing rays from appearing along the edge of the screen?

Good day, everyone.

This is the view on the directional light.

image

This is the view when I look down and the light is no longer within view.

image

You can observe here that the god-ray is lighting up even though we're not looking at the light. Is there a way we can not make the edge of the screen be interpreted as edges of the godray?

Incompatible with Godot 4.0

As this is one of my favorite godot plugins, I tried to use this with a new game in godot 4. Unfortunately it doesn't work. Is there any chance that you will be converting this plugin to 4.0? Sorry if I'm not using the issues area correctly- I'm new to github.

Invalid get index 'omni_range' (on base: 'Nil').

To prevent an exception/error if the parent light is a spotlight:

material.set_shader_param("size", light_size * (light as OmniLight).omni_range)

Switch:

material.set_shader_param("size", light_size * (light as OmniLight).omni_range)

to

if light is OmniLight:
	material.set_shader_param("size", light_size * (light as OmniLight).omni_range)

or similar similar (warning, ...)

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