diff options
-rw-r--r-- | doc/classes/ProjectSettings.xml | 15 | ||||
-rw-r--r-- | doc/classes/Viewport.xml | 13 | ||||
-rw-r--r-- | scene/main/scene_tree.cpp | 2 |
3 files changed, 28 insertions, 2 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=""""> - 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. diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp index 81a4e3073b..7232d05feb 100644 --- a/scene/main/scene_tree.cpp +++ b/scene/main/scene_tree.cpp @@ -1450,7 +1450,7 @@ SceneTree::SceneTree() { ProjectSettings::get_singleton()->set_custom_property_info("rendering/vrs/texture", PropertyInfo(Variant::STRING, "rendering/vrs/texture", - PROPERTY_HINT_FILE, "*.png")); + PROPERTY_HINT_FILE, "*.bmp,*.png,*.tga,*.webp")); if (vrs_mode == 1 && !vrs_texture_path.is_empty()) { Ref<Image> vrs_image; vrs_image.instantiate(); |