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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-07-10 02:18:38 +0200 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-08-11 16:59:22 +0200 |
commit | d364ff20879179c29142519421fb595bb2ece749 (patch) | |
tree | b12ed58476e13fcbcfa9cba443e479be449e50df | |
parent | 62047e4e4848e511a5f4e0aa84bc4f512f075f8d (diff) |
Decrease the default depth of field bokeh quality
This makes depth of field perform better out of the box, with little
visual difference.
-rw-r--r-- | doc/classes/ProjectSettings.xml | 2 | ||||
-rw-r--r-- | servers/rendering_server.cpp | 4 |
2 files changed, 3 insertions, 3 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index e843c63764..f53c854fa9 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1482,7 +1482,7 @@ </member> <member name="rendering/anti_aliasing/screen_space_roughness_limiter/limit" type="float" setter="" getter="" default="0.18"> </member> - <member name="rendering/camera/depth_of_field/depth_of_field_bokeh_quality" type="int" setter="" getter="" default="2"> + <member name="rendering/camera/depth_of_field/depth_of_field_bokeh_quality" type="int" setter="" getter="" default="1"> Sets the quality of the depth of field effect. Higher quality takes more samples, which is slower but looks smoother. </member> <member name="rendering/camera/depth_of_field/depth_of_field_bokeh_shape" type="int" setter="" getter="" default="1"> diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp index 2da8e0f297..9d8a63085d 100644 --- a/servers/rendering_server.cpp +++ b/servers/rendering_server.cpp @@ -2831,8 +2831,8 @@ RenderingServer::RenderingServer() { ProjectSettings::get_singleton()->set_custom_property_info("rendering/textures/default_filters/anisotropic_filtering_level", PropertyInfo(Variant::INT, "rendering/textures/default_filters/anisotropic_filtering_level", PROPERTY_HINT_ENUM, "Disabled (Fastest),2x (Faster),4x (Fast),8x (Average),16x (Slow)")); GLOBAL_DEF("rendering/camera/depth_of_field/depth_of_field_bokeh_shape", 1); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/camera/depth_of_field/depth_of_field_bokeh_shape", PropertyInfo(Variant::INT, "rendering/camera/depth_of_field/depth_of_field_bokeh_shape", PROPERTY_HINT_ENUM, "Box (Fast),Hexagon (Average),Circle (Slow)")); - GLOBAL_DEF("rendering/camera/depth_of_field/depth_of_field_bokeh_quality", 2); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/camera/depth_of_field/depth_of_field_bokeh_shape", PropertyInfo(Variant::INT, "rendering/camera/depth_of_field/depth_of_field_bokeh_shape", PROPERTY_HINT_ENUM, "Box (Fast),Hexagon (Average),Circle (Slowest)")); + GLOBAL_DEF("rendering/camera/depth_of_field/depth_of_field_bokeh_quality", 1); ProjectSettings::get_singleton()->set_custom_property_info("rendering/camera/depth_of_field/depth_of_field_bokeh_quality", PropertyInfo(Variant::INT, "rendering/camera/depth_of_field/depth_of_field_bokeh_quality", PROPERTY_HINT_ENUM, "Very Low (Fastest),Low (Fast),Medium (Average),High (Slow)")); GLOBAL_DEF("rendering/camera/depth_of_field/depth_of_field_use_jitter", false); |