Merge pull request #53992 from Calinou/hard-shadow-mapping-allow-dithering
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@@ -1699,8 +1699,10 @@
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<member name="rendering/shadows/directional_shadow/size.mobile" type="int" setter="" getter="" default="2048">
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Lower-end override for [member rendering/shadows/directional_shadow/size] on mobile devices, due to performance concerns or driver support.
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</member>
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<member name="rendering/shadows/directional_shadow/soft_shadow_quality" type="int" setter="" getter="" default="2">
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<member name="rendering/shadows/directional_shadow/soft_shadow_quality" type="int" setter="" getter="" default="3">
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Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy.
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[b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance].
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[b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply [i]constant[/i] shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows.
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</member>
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<member name="rendering/shadows/directional_shadow/soft_shadow_quality.mobile" type="int" setter="" getter="" default="0">
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Lower-end override for [member rendering/shadows/directional_shadow/soft_shadow_quality] on mobile devices, due to performance concerns or driver support.
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@@ -1725,8 +1727,10 @@
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<member name="rendering/shadows/shadow_atlas/size.mobile" type="int" setter="" getter="" default="2048">
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Lower-end override for [member rendering/shadows/shadow_atlas/size] on mobile devices, due to performance concerns or driver support.
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</member>
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<member name="rendering/shadows/shadows/soft_shadow_quality" type="int" setter="" getter="" default="2">
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<member name="rendering/shadows/shadows/soft_shadow_quality" type="int" setter="" getter="" default="3">
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Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy.
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[b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance].
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[b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows.
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</member>
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<member name="rendering/shadows/shadows/soft_shadow_quality.mobile" type="int" setter="" getter="" default="0">
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Lower-end override for [member rendering/shadows/shadows/soft_shadow_quality] on mobile devices, due to performance concerns or driver support.
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@@ -3663,16 +3663,25 @@
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Use 4 splits for shadow projection when using directional light.
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</constant>
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<constant name="SHADOW_QUALITY_HARD" value="0" enum="ShadowQuality">
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Lowest shadow filtering quality (fastest). Soft shadows are not available with this quality setting, which means the [member Light3D.shadow_blur] property is ignored if [member Light3D.light_size] and [member Light3D.light_angular_distance] is [code]0.0[/code].
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[b]Note:[/b] The variable shadow blur performed by [member Light3D.light_size] and [member Light3D.light_angular_distance] is still effective when using hard shadow filtering. In this case, [member Light3D.shadow_blur] [i]is[/i] taken into account. However, the results will not be blurred, instead the blur amount is treated as a maximum radius for the penumbra.
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</constant>
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<constant name="SHADOW_QUALITY_SOFT_LOW" value="1" enum="ShadowQuality">
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<constant name="SHADOW_QUALITY_SOFT_VERY_LOW" value="1" enum="ShadowQuality">
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Very low shadow filtering quality (faster). When using this quality setting, [member Light3D.shadow_blur] is automatically multiplied by 0.75× to avoid introducing too much noise. This division only applies to lights whose [member Light3D.light_size] or [member Light3D.light_angular_distance] is [code]0.0[/code]).
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</constant>
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<constant name="SHADOW_QUALITY_SOFT_MEDIUM" value="2" enum="ShadowQuality">
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<constant name="SHADOW_QUALITY_SOFT_LOW" value="2" enum="ShadowQuality">
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Low shadow filtering quality (fast).
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</constant>
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<constant name="SHADOW_QUALITY_SOFT_HIGH" value="3" enum="ShadowQuality">
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<constant name="SHADOW_QUALITY_SOFT_MEDIUM" value="3" enum="ShadowQuality">
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Medium low shadow filtering quality (average).
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</constant>
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<constant name="SHADOW_QUALITY_SOFT_ULTRA" value="4" enum="ShadowQuality">
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<constant name="SHADOW_QUALITY_SOFT_HIGH" value="4" enum="ShadowQuality">
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High low shadow filtering quality (slow). When using this quality setting, [member Light3D.shadow_blur] is automatically multiplied by 1.5× to better make use of the high sample count. This increased blur also improves the stability of dynamic object shadows. This multiplier only applies to lights whose [member Light3D.light_size] or [member Light3D.light_angular_distance] is [code]0.0[/code]).
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</constant>
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<constant name="SHADOW_QUALITY_MAX" value="5" enum="ShadowQuality">
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<constant name="SHADOW_QUALITY_SOFT_ULTRA" value="5" enum="ShadowQuality">
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Highest low shadow filtering quality (slowest). When using this quality setting, [member Light3D.shadow_blur] is automatically multiplied by 2× to better make use of the high sample count. This increased blur also improves the stability of dynamic object shadows. This multiplier only applies to lights whose [member Light3D.light_size] or [member Light3D.light_angular_distance] is [code]0.0[/code]).
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</constant>
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<constant name="SHADOW_QUALITY_MAX" value="6" enum="ShadowQuality">
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</constant>
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<constant name="REFLECTION_PROBE_UPDATE_ONCE" value="0" enum="ReflectionProbeUpdateMode">
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Reflection probe will update reflections once and then stop.
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