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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-08-10 17:16:02 +0200 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-08-10 17:16:02 +0200 |
commit | b06890c2b7f142de81a0d6f3623a7538bfc36fd0 (patch) | |
tree | a7a8f94b3990aac70f08888ee9ae423d9ccdb961 /servers/rendering/renderer_rd/renderer_scene_render_rd.cpp | |
parent | cf95056c918b30509c3b181d672e6cfdc971d34f (diff) |
Use negative mipmap LOD bias for sub-native bilinear 3D scale
This provides a benefit similar to FSR 1.0 (greater texture sharpness
at the cost of some graininess at sub-native resolution scales), but
without the added performance cost of FSR 1.0.
Diffstat (limited to 'servers/rendering/renderer_rd/renderer_scene_render_rd.cpp')
-rw-r--r-- | servers/rendering/renderer_rd/renderer_scene_render_rd.cpp | 3 |
1 files changed, 1 insertions, 2 deletions
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index 13f8d1ab75..6c219933b0 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -2459,8 +2459,7 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p p_internal_width = p_width; } - const float texture_mipmap_bias = -log2f(p_width / p_internal_width) + p_texture_mipmap_bias; - material_storage->sampler_rd_configure_custom(texture_mipmap_bias); + material_storage->sampler_rd_configure_custom(p_texture_mipmap_bias); update_uniform_sets(); RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); |