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authorJuan Linietsky <reduzio@gmail.com>2020-10-18 19:27:51 -0300
committerGitHub <noreply@github.com>2020-10-18 19:27:51 -0300
commit53d5a252bb3bab85b9518054893fea9563707a4b (patch)
tree4b2d613284d25c8a1c4d22b58d6d2b47653f2bcb /doc
parentd98261ab8f57e5354d6235f1b9929ff3b4708486 (diff)
Revert "Replace SAO implementation with MSSAO"
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/Environment.xml30
-rw-r--r--doc/classes/ProjectSettings.xml21
-rw-r--r--doc/classes/RenderingServer.xml37
3 files changed, 55 insertions, 33 deletions
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index 8c4f9374ab..104c149784 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -218,20 +218,26 @@
<member name="ssao_ao_channel_affect" type="float" setter="set_ssao_ao_channel_affect" getter="get_ssao_ao_channel_affect" default="0.0">
The screen-space ambient occlusion intensity on materials that have an AO texture defined. Values higher than [code]0[/code] will make the SSAO effect visible in areas darkened by AO textures.
</member>
+ <member name="ssao_bias" type="float" setter="set_ssao_bias" getter="get_ssao_bias" default="0.01">
+ The screen-space ambient occlusion bias. This should be kept high enough to prevent "smooth" curves from being affected by ambient occlusion.
+ </member>
+ <member name="ssao_blur" type="int" setter="set_ssao_blur" getter="get_ssao_blur" enum="Environment.SSAOBlur" default="3">
+ The screen-space ambient occlusion blur quality. See [enum SSAOBlur] for possible values.
+ </member>
+ <member name="ssao_edge_sharpness" type="float" setter="set_ssao_edge_sharpness" getter="get_ssao_edge_sharpness" default="4.0">
+ The screen-space ambient occlusion edge sharpness.
+ </member>
<member name="ssao_enabled" type="bool" setter="set_ssao_enabled" getter="is_ssao_enabled" default="false">
If [code]true[/code], the screen-space ambient occlusion effect is enabled. This darkens objects' corners and cavities to simulate ambient light not reaching the entire object as in real life. This works well for small, dynamic objects, but baked lighting or ambient occlusion textures will do a better job at displaying ambient occlusion on large static objects. This is a costly effect and should be disabled first when running into performance issues.
</member>
<member name="ssao_intensity" type="float" setter="set_ssao_intensity" getter="get_ssao_intensity" default="1.0">
- The strength of the SSAO effect. Higher values result in darker SSAO while lower values soften the SSAO.
- </member>
- <member name="ssao_levels" type="int" setter="set_ssao_levels" getter="get_ssao_levels" default="3">
- The number of SSAO scales to use. A higher value results in SSAO over a greater distance at the cost of more performance.
+ The primary screen-space ambient occlusion intensity. See also [member ssao_radius].
</member>
<member name="ssao_light_affect" type="float" setter="set_ssao_direct_light_affect" getter="get_ssao_direct_light_affect" default="0.0">
The screen-space ambient occlusion intensity in direct light. In real life, ambient occlusion only applies to indirect light, which means its effects can't be seen in direct light. Values higher than [code]0[/code] will make the SSAO effect visible in direct light.
</member>
- <member name="ssao_rejection_radius" type="float" setter="set_ssao_rejection_radius" getter="get_ssao_rejection_radius" default="2.5">
- The distance over which the SSAO effect fades. A larger value spreads the occlusion check over a greater distance which can be useful to get a stronger SSAO effect. However, if it is too high, you will start to notice a dark "halo" around objects. It is best to keep this value as low as possible.
+ <member name="ssao_radius" type="float" setter="set_ssao_radius" getter="get_ssao_radius" default="1.0">
+ The primary screen-space ambient occlusion radius.
</member>
<member name="tonemap_exposure" type="float" setter="set_tonemap_exposure" getter="get_tonemap_exposure" default="1.0">
The default exposure used for tonemapping.
@@ -329,6 +335,18 @@
<constant name="GLOW_BLEND_MODE_MIX" value="4" enum="GlowBlendMode">
Mixes the glow with the underlying color to avoid increasing brightness as much while still maintaining a glow effect.
</constant>
+ <constant name="SSAO_BLUR_DISABLED" value="0" enum="SSAOBlur">
+ No blur for the screen-space ambient occlusion effect (fastest).
+ </constant>
+ <constant name="SSAO_BLUR_1x1" value="1" enum="SSAOBlur">
+ 1×1 blur for the screen-space ambient occlusion effect.
+ </constant>
+ <constant name="SSAO_BLUR_2x2" value="2" enum="SSAOBlur">
+ 2×2 blur for the screen-space ambient occlusion effect.
+ </constant>
+ <constant name="SSAO_BLUR_3x3" value="3" enum="SSAOBlur">
+ 3×3 blur for the screen-space ambient occlusion effect. Increases the radius of the blur for a smoother look, but can result in checkerboard-like artifacts.
+ </constant>
<constant name="SDFGI_CASCADES_4" value="0" enum="SDFGICascades">
</constant>
<constant name="SDFGI_CASCADES_6" value="1" enum="SDFGICascades">
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 9ed89204e1..91998ead34 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1147,6 +1147,12 @@
<member name="rendering/quality/shadows/soft_shadow_quality.mobile" type="int" setter="" getter="" default="0">
Lower-end override for [member rendering/quality/shadows/soft_shadow_quality] on mobile devices, due to performance concerns or driver support.
</member>
+ <member name="rendering/quality/ssao/half_size" type="bool" setter="" getter="" default="false">
+ If [code]true[/code], screen-space ambient occlusion will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details.
+ </member>
+ <member name="rendering/quality/ssao/quality" type="int" setter="" getter="" default="1">
+ Sets the quality of the screen-space ambient occlusion effect. Higher values take more samples and so will result in better quality, at the cost of performance.
+ </member>
<member name="rendering/quality/subsurface_scattering/subsurface_scattering_depth_scale" type="float" setter="" getter="" default="0.01">
Scales the depth over which the subsurface scattering effect is applied. A high value may allow light to scatter into a part of the mesh or another mesh that is close in screen space but far in depth.
</member>
@@ -1166,21 +1172,6 @@
</member>
<member name="rendering/sdfgi/probe_ray_count" type="int" setter="" getter="" default="2">
</member>
- <member name="rendering/ssao/blur_tolerance" type="float" setter="" getter="" default="0.43">
- The strength of the blur effect when calculating SSAO. A higher value blurs more but may remove high-frequency details.
- </member>
- <member name="rendering/ssao/full_samples" type="bool" setter="" getter="" default="false">
- If [code]true[/code], SSAO will sample the entire sphere during rendering instead of just a checkerboard pattern. This results in much smoother SSAO at the cost of performance. The exact performance cost increases as [member rendering/ssao/quality] increases.
- </member>
- <member name="rendering/ssao/noise_tolerance" type="float" setter="" getter="" default="0.625">
- The amount of noise reduction to use. A high value smooths out noise, but may reduce fine detail.
- </member>
- <member name="rendering/ssao/quality" type="int" setter="" getter="" default="1">
- Sets the quality of the screen-space ambient occlusion effect. Each quality level above [constant RenderingServer.ENV_SSAO_QUALITY_VERY_LOW] adds an extra level of higher resolution SSAO. With [constant RenderingServer.ENV_SSAO_QUALITY_ULTRA] and [member Environment.ssao_levels] at 4, there will be a total of 8 levels of SSAO blended together. This substantially improves the detail of the SSAO.
- </member>
- <member name="rendering/ssao/upsample_tolerance" type="float" setter="" getter="" default="0.45">
- Increases the depth range over which samples can be blurred. This can result in objects in the foreground casting SSAO on objects that are far behind them, but can also help smooth out the lower resolution levels.
- </member>
<member name="rendering/threads/thread_model" type="int" setter="" getter="" default="1">
Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter.
</member>
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 4a70d28691..857c13deb5 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -779,16 +779,20 @@
</argument>
<argument index="1" name="enable" type="bool">
</argument>
- <argument index="2" name="rejection_radius" type="float">
+ <argument index="2" name="radius" type="float">
</argument>
<argument index="3" name="intensity" type="float">
</argument>
- <argument index="4" name="levels" type="int">
+ <argument index="4" name="bias" type="float">
</argument>
<argument index="5" name="light_affect" type="float">
</argument>
<argument index="6" name="ao_channel_affect" type="float">
</argument>
+ <argument index="7" name="blur" type="int" enum="RenderingServer.EnvironmentSSAOBlur">
+ </argument>
+ <argument index="8" name="bilateral_sharpness" type="float">
+ </argument>
<description>
</description>
</method>
@@ -3483,20 +3487,29 @@
</constant>
<constant name="ENV_SSR_ROUGNESS_QUALITY_HIGH" value="3" enum="EnvironmentSSRRoughnessQuality">
</constant>
- <constant name="ENV_SSAO_QUALITY_VERY_LOW" value="0" enum="EnvironmentSSAOQuality">
- Does not mix any additional high quality SSAO levels.
+ <constant name="ENV_SSAO_BLUR_DISABLED" value="0" enum="EnvironmentSSAOBlur">
+ Disables the blur set for SSAO. Will make SSAO look noisier.
+ </constant>
+ <constant name="ENV_SSAO_BLUR_1x1" value="1" enum="EnvironmentSSAOBlur">
+ Perform a 1x1 blur on the SSAO output.
+ </constant>
+ <constant name="ENV_SSAO_BLUR_2x2" value="2" enum="EnvironmentSSAOBlur">
+ Performs a 2x2 blur on the SSAO output.
+ </constant>
+ <constant name="ENV_SSAO_BLUR_3x3" value="3" enum="EnvironmentSSAOBlur">
+ Performs a 3x3 blur on the SSAO output. Use this for smoothest SSAO.
</constant>
- <constant name="ENV_SSAO_QUALITY_LOW" value="1" enum="EnvironmentSSAOQuality">
- Mixes a high quality level with the 4th SSAO level if [member Environment.ssao_levels] is set to 4.
+ <constant name="ENV_SSAO_QUALITY_LOW" value="0" enum="EnvironmentSSAOQuality">
+ Lowest quality of screen space ambient occlusion.
</constant>
- <constant name="ENV_SSAO_QUALITY_MEDIUM" value="2" enum="EnvironmentSSAOQuality">
- Mixes high quality levels with the 3rd and 4th SSAO levels if [member Environment.ssao_levels] is 3 or 4.
+ <constant name="ENV_SSAO_QUALITY_MEDIUM" value="1" enum="EnvironmentSSAOQuality">
+ Medium quality screen space ambient occlusion.
</constant>
- <constant name="ENV_SSAO_QUALITY_HIGH" value="3" enum="EnvironmentSSAOQuality">
- Mixes high quality levels with the 2nd, 3rd, and 4th SSAO levels if [member Environment.ssao_levels] is 2 or greater.
+ <constant name="ENV_SSAO_QUALITY_HIGH" value="2" enum="EnvironmentSSAOQuality">
+ High quality screen space ambient occlusion.
</constant>
- <constant name="ENV_SSAO_QUALITY_ULTRA" value="4" enum="EnvironmentSSAOQuality">
- Mixes high quality levels with all SSAO levels.
+ <constant name="ENV_SSAO_QUALITY_ULTRA" value="3" enum="EnvironmentSSAOQuality">
+ Highest quality screen space ambient occlusion.
</constant>
<constant name="SUB_SURFACE_SCATTERING_QUALITY_DISABLED" value="0" enum="SubSurfaceScatteringQuality">
</constant>