Merge dd86d50770
into 5defa1c167
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commit
abd5a99e95
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@ -1333,7 +1333,7 @@
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If [code]true[/code], performs a previous depth pass before rendering materials. This increases performance in scenes with high overdraw, when complex materials and lighting are used.
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</member>
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<member name="rendering/quality/directional_shadow/size" type="int" setter="" getter="" default="4096">
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The directional shadow's size in pixels. Higher values will result in sharper shadows, at the cost of performance. The value will be rounded up to the nearest power of 2.
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The directional shadow's size in pixels. Higher values will result in sharper shadows, at the cost of performance.
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</member>
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<member name="rendering/quality/directional_shadow/size.mobile" type="int" setter="" getter="" default="2048">
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Lower-end override for [member rendering/quality/directional_shadow/size] on mobile devices, due to performance concerns or driver support.
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@ -1439,7 +1439,7 @@
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Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
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</member>
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<member name="rendering/quality/shadow_atlas/size" type="int" setter="" getter="" default="4096">
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Size for shadow atlas (used for OmniLights and SpotLights). See documentation.
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Size for shadow atlas (used for OmniLights and SpotLights). The value will be rounded up to the nearest power of 2.
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</member>
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<member name="rendering/quality/shadow_atlas/size.mobile" type="int" setter="" getter="" default="2048">
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Lower-end override for [member rendering/quality/shadow_atlas/size] on mobile devices, due to performance concerns or driver support.
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@ -266,7 +266,7 @@
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</member>
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<member name="shadow_atlas_size" type="int" setter="set_shadow_atlas_size" getter="get_shadow_atlas_size" default="0">
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The shadow atlas' resolution (used for omni and spot lights). The value will be rounded up to the nearest power of 2.
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[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-created viewports default to a value of 0, this value must be set above 0 manually.
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[b]Note:[/b] If this is set to 0, point light shadows won't be visible. Since user-created viewports default to a value of 0, this value must be set above 0 manually. [DirectionalLight] shadows will still be visible regardless of [member shadow_atlas_size].
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</member>
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<member name="sharpen_intensity" type="float" setter="set_sharpen_intensity" getter="get_sharpen_intensity" default="0.0">
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If set to a value greater than [code]0.0[/code], contrast-adaptive sharpening will be applied to the 3D viewport. This has a low performance cost and can be used to recover some of the sharpness lost from using FXAA. Values around [code]0.5[/code] generally give the best results. See also [member fxaa].
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@ -3990,7 +3990,7 @@ void RasterizerSceneGLES2::initialize() {
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// directional shadows
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directional_shadow.light_count = 0;
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directional_shadow.size = next_power_of_2(GLOBAL_GET("rendering/quality/directional_shadow/size"));
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directional_shadow.size = GLOBAL_GET("rendering/quality/directional_shadow/size");
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if (directional_shadow.size > storage->config.max_viewport_dimensions[0] || directional_shadow.size > storage->config.max_viewport_dimensions[1]) {
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WARN_PRINT("Cannot set directional shadow size larger than maximum hardware supported size of (" + itos(storage->config.max_viewport_dimensions[0]) + ", " + itos(storage->config.max_viewport_dimensions[1]) + "). Setting size to maximum.");
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@ -5038,7 +5038,7 @@ void RasterizerSceneGLES3::initialize() {
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{
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//directional light shadow
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directional_shadow.light_count = 0;
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directional_shadow.size = next_power_of_2(GLOBAL_GET("rendering/quality/directional_shadow/size"));
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directional_shadow.size = GLOBAL_GET("rendering/quality/directional_shadow/size");
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glGenFramebuffers(1, &directional_shadow.fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, directional_shadow.fbo);
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glGenTextures(1, &directional_shadow.depth);
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@ -2618,7 +2618,7 @@ VisualServer::VisualServer() {
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GLOBAL_DEF_RST("rendering/quality/directional_shadow/size", 4096);
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GLOBAL_DEF("rendering/quality/directional_shadow/size.mobile", 2048);
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ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/directional_shadow/size", PropertyInfo(Variant::INT, "rendering/quality/directional_shadow/size", PROPERTY_HINT_RANGE, "256,16384"));
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GLOBAL_DEF_RST("rendering/quality/shadow_atlas/size", 4096);
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GLOBAL_DEF("rendering/quality/shadow_atlas/size", 4096);
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GLOBAL_DEF("rendering/quality/shadow_atlas/size.mobile", 2048);
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ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadow_atlas/size", PropertyInfo(Variant::INT, "rendering/quality/shadow_atlas/size", PROPERTY_HINT_RANGE, "256,16384"));
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GLOBAL_DEF_RST("rendering/quality/shadow_atlas/cubemap_size", 512);
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