summaryrefslogtreecommitdiff
path: root/doc
diff options
context:
space:
mode:
authorHugo Locurcio <hugo.locurcio@hugo.pro>2022-11-18 16:29:08 +0100
committerHugo Locurcio <hugo.locurcio@hugo.pro>2022-11-18 22:21:28 +0100
commit4b13093251aa82f2c123c3c6a18400416fb4a710 (patch)
treeecb639d4c1972ab3eb5300cd2f5077b0883a1b46 /doc
parent7d9923b2e0b970602c3c6c17b94fae5badf60764 (diff)
Allow all lossless image formats to be used for VRS texture project setting
WebP can also be lossy, but the class reference now warns about the requirement to use a lossless format for the VRS texture to work correctly.
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/ProjectSettings.xml15
-rw-r--r--doc/classes/Viewport.xml13
2 files changed, 27 insertions, 1 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 3478215f4f..09c024d275 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -2265,7 +2265,20 @@
Set the default Variable Rate Shading (VRS) mode for the main viewport. See [member Viewport.vrs_mode] to change this at runtime, and [enum Viewport.VRSMode] for possible values.
</member>
<member name="rendering/vrs/texture" type="String" setter="" getter="" default="&quot;&quot;">
- If [member rendering/vrs/mode] is set to texture, this is the path to default texture loaded as the VRS image.
+ If [member rendering/vrs/mode] is set to [b]Texture[/b], this is the path to default texture loaded as the VRS image.
+ The texture [i]must[/i] use a lossless compression format so that colors can be matched precisely. The following VRS densities are mapped to various colors, with brighter colors representing a lower level of shading precision:
+ [codeblock]
+ - 1x1 = rgb(0, 0, 0) - #000000
+ - 1x2 = rgb(0, 85, 0) - #005500
+ - 2x1 = rgb(85, 0, 0) - #550000
+ - 2x2 = rgb(85, 85, 0) - #555500
+ - 2x4 = rgb(85, 170, 0) - #55aa00
+ - 4x2 = rgb(170, 85, 0) - #aa5500
+ - 4x4 = rgb(170, 170, 0) - #aaaa00
+ - 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware
+ - 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware
+ - 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware
+ [/codeblock]
</member>
<member name="threading/worker_pool/low_priority_thread_ratio" type="float" setter="" getter="" default="0.3">
</member>
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index 78013a8f4b..236d34383f 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -343,6 +343,19 @@
</member>
<member name="vrs_texture" type="Texture2D" setter="set_vrs_texture" getter="get_vrs_texture">
Texture to use when [member vrs_mode] is set to [constant Viewport.VRS_TEXTURE].
+ The texture [i]must[/i] use a lossless compression format so that colors can be matched precisely. The following VRS densities are mapped to various colors, with brighter colors representing a lower level of shading precision:
+ [codeblock]
+ - 1x1 = rgb(0, 0, 0) - #000000
+ - 1x2 = rgb(0, 85, 0) - #005500
+ - 2x1 = rgb(85, 0, 0) - #550000
+ - 2x2 = rgb(85, 85, 0) - #555500
+ - 2x4 = rgb(85, 170, 0) - #55aa00
+ - 4x2 = rgb(170, 85, 0) - #aa5500
+ - 4x4 = rgb(170, 170, 0) - #aaaa00
+ - 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware
+ - 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware
+ - 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware
+ [/codeblock]
</member>
<member name="world_2d" type="World2D" setter="set_world_2d" getter="get_world_2d">
The custom [World2D] which can be used as 2D environment source.