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authorRĂ©mi Verschelde <remi@verschelde.fr>2022-06-07 20:53:55 +0200
committerGitHub <noreply@github.com>2022-06-07 20:53:55 +0200
commit5ebdfc31b290e8bf42c387ad7b2f65c4c45c7853 (patch)
tree8d6030b8eb8a2c6bf27eb42a03b008f8a423f975 /doc/classes
parente136f4741c91c20fb18c44d31d4c6f88e9d1d171 (diff)
parentba832d83b2dafcdbb79b93b1e97fd518c12b97bf (diff)
Merge pull request #61319 from JFonS/taa_wip
Initial TAA implementation
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/ProjectSettings.xml4
-rw-r--r--doc/classes/RenderingServer.xml10
-rw-r--r--doc/classes/Viewport.xml6
3 files changed, 20 insertions, 0 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index d1f8c18957..a5ac8f3601 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1593,6 +1593,10 @@
</member>
<member name="rendering/anti_aliasing/quality/use_debanding" type="bool" setter="" getter="" default="false">
</member>
+ <member name="rendering/anti_aliasing/quality/use_taa" type="bool" setter="" getter="" default="false">
+ Enables Temporal Anti-Aliasing for the default screen [Viewport]. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion.
+ [b]Note:[/b] The implementation is not complete yet, some visual instances such as particles and skinned meshes may show artifacts.
+ </member>
<member name="rendering/anti_aliasing/screen_space_roughness_limiter/amount" type="float" setter="" getter="" default="0.25">
</member>
<member name="rendering/anti_aliasing/screen_space_roughness_limiter/enabled" type="bool" setter="" getter="" default="true">
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 4d039227ce..841e792d31 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -3340,6 +3340,14 @@
<description>
</description>
</method>
+ <method name="viewport_set_use_taa">
+ <return type="void" />
+ <argument index="0" name="viewport" type="RID" />
+ <argument index="1" name="enable" type="bool" />
+ <description>
+ If [code]true[/code], use Temporal Anti-Aliasing.
+ </description>
+ </method>
<method name="viewport_set_use_xr">
<return type="void" />
<argument index="0" name="viewport" type="RID" />
@@ -4105,6 +4113,8 @@
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_OCCLUDERS" value="24" enum="ViewportDebugDraw">
</constant>
+ <constant name="VIEWPORT_DEBUG_DRAW_MOTION_VECTORS" value="25" enum="ViewportDebugDraw">
+ </constant>
<constant name="SKY_MODE_AUTOMATIC" value="0" enum="SkyMode">
</constant>
<constant name="SKY_MODE_QUALITY" value="1" enum="SkyMode">
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index def99b8a7a..4727bc389e 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -279,6 +279,10 @@
If [code]true[/code], [OccluderInstance3D] nodes will be usable for occlusion culling in 3D for this viewport. For the root viewport, [member ProjectSettings.rendering/occlusion_culling/use_occlusion_culling] must be set to [code]true[/code] instead.
[b]Note:[/b] Enabling occlusion culling has a cost on the CPU. Only enable occlusion culling if you actually plan to use it, and think whether your scene can actually benefit from occlusion culling. Large, open scenes with few or no objects blocking the view will generally not benefit much from occlusion culling. Large open scenes generally benefit more from mesh LOD and visibility ranges ([member GeometryInstance3D.visibility_range_begin] and [member GeometryInstance3D.visibility_range_end]) compared to occlusion culling.
</member>
+ <member name="use_taa" type="bool" setter="set_use_taa" getter="is_using_taa" default="false">
+ Enables Temporal Anti-Aliasing for this viewport. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion.
+ [b]Note:[/b] The implementation is not complete yet, some visual instances such as particles and skinned meshes may show artifacts.
+ </member>
<member name="use_xr" type="bool" setter="set_use_xr" getter="is_using_xr" default="false">
If [code]true[/code], the viewport will use the primary XR interface to render XR output. When applicable this can result in a stereoscopic image and the resulting render being output to a headset.
</member>
@@ -441,6 +445,8 @@
</constant>
<constant name="DEBUG_DRAW_OCCLUDERS" value="24" enum="DebugDraw">
</constant>
+ <constant name="DEBUG_DRAW_MOTION_VECTORS" value="25" enum="DebugDraw">
+ </constant>
<constant name="DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST" value="0" enum="DefaultCanvasItemTextureFilter">
The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized.
</constant>