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authorRĂ©mi Verschelde <rverschelde@gmail.com>2020-09-01 21:04:07 +0200
committerGitHub <noreply@github.com>2020-09-01 21:04:07 +0200
commit23ce1dbfd590341cb9439bfd04fede3f70336d0a (patch)
treed21e64f34a8f075aed272dc879514b101f26ad17 /doc/classes
parentc55df5c016ee8f2a912581ca532ea23e543069f2 (diff)
parent8da3c739bff12a2c16ec2f7ff07336bd5d1c9035 (diff)
Merge pull request #41668 from clayjohn/GLOW-HQ
Add high quality glow mode
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/ProjectSettings.xml3
1 files changed, 3 insertions, 0 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 8614042646..e0e4a41444 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1039,6 +1039,9 @@
<member name="rendering/quality/glow/upscale_mode.mobile" type="int" setter="" getter="" default="0">
Lower-end override for [member rendering/quality/glow/upscale_mode] on mobile devices, due to performance concerns or driver support.
</member>
+ <member name="rendering/quality/glow/use_high_quality" type="bool" setter="" getter="" default="false">
+ Takes more samples during downsample pass of glow. This ensures that single pixels are captured by glow which makes the glow look smoother and more stable during movement. However, it is very expensive and makes the glow post process take twice as long.
+ </member>
<member name="rendering/quality/intended_usage/framebuffer_allocation" type="int" setter="" getter="" default="2">
Strategy used for framebuffer allocation. The simpler it is, the less resources it uses (but the less features it supports). If set to "2D Without Sampling" or "3D Without Effects", sample buffers will not be allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/code] will not be available in shaders and post-processing effects will not be available in the [Environment].
</member>