diff options
Diffstat (limited to 'doc/classes/Environment.xml')
-rw-r--r-- | doc/classes/Environment.xml | 28 |
1 files changed, 19 insertions, 9 deletions
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index c3d1dc4ab6..b31162f10f 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -168,10 +168,11 @@ </member> <member name="sdfgi_cascade0_distance" type="float" setter="set_sdfgi_cascade0_distance" getter="get_sdfgi_cascade0_distance" default="12.8"> </member> - <member name="sdfgi_cascades" type="int" setter="set_sdfgi_cascades" getter="get_sdfgi_cascades" enum="Environment.SDFGICascades" default="1"> + <member name="sdfgi_cascades" type="int" setter="set_sdfgi_cascades" getter="get_sdfgi_cascades" default="6"> + The number of cascades to use for SDFGI (between 1 and 8). A higher number of cascades allows displaying SDFGI further away while preserving detail up close, at the cost of performance. When using SDFGI on small-scale levels, [member sdfgi_cascades] can often be decreased between [code]1[/code] and [code]4[/code] to improve performance. </member> <member name="sdfgi_enabled" type="bool" setter="set_sdfgi_enabled" getter="is_sdfgi_enabled" default="false"> - If [code]true[/code], enables signed distance field global illumination for meshes that have their [member GeometryInstance3D.gi_mode] set to [constant GeometryInstance3D.GI_MODE_BAKED]. SDFGI is a real-time global illumination technique that works well with procedurally generated and user-built levels, including in situations where geometry is created during gameplay. The signed distance field is automatically generated around the camera as it moves. Dynamic lights are supported, but dynamic occluders and emissive surfaces are not. + If [code]true[/code], enables signed distance field global illumination for meshes that have their [member GeometryInstance3D.gi_mode] set to [constant GeometryInstance3D.GI_MODE_STATIC]. SDFGI is a real-time global illumination technique that works well with procedurally generated and user-built levels, including in situations where geometry is created during gameplay. The signed distance field is automatically generated around the camera as it moves. Dynamic lights are supported, but dynamic occluders and emissive surfaces are not. [b]Performance:[/b] SDFGI is relatively demanding on the GPU and is not suited to low-end hardware such as integrated graphics (consider [LightmapGI] instead). To improve SDFGI performance, enable [member ProjectSettings.rendering/global_illumination/gi/use_half_resolution] in the Project Settings. [b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh. </member> @@ -238,7 +239,22 @@ The distance at which objects can occlude each other when calculating screen-space ambient occlusion. Higher values will result in occlusion over a greater distance at the cost of performance and quality. </member> <member name="ssao_sharpness" type="float" setter="set_ssao_sharpness" getter="get_ssao_sharpness" default="0.98"> - Sharpness refers to the amount that the screen-space ambient occlusion effect is allowed to blur over the edges of objects. Setting too high will result in aliasing around the edges of objects. Setting too low will make object edges appear blurry. + The amount that the screen-space ambient occlusion effect is allowed to blur over the edges of objects. Setting too high will result in aliasing around the edges of objects. Setting too low will make object edges appear blurry. + </member> + <member name="ssil_enabled" type="bool" setter="set_ssil_enabled" getter="is_ssil_enabled" default="false"> + If [code]true[/code], the screen-space indirect lighting effect is enabled. Screen space indirect lighting is a form of indirect lighting that allows diffuse light to bounce between nearby objects. Screen-space indirect lighting works very similarly to screen-space ambient occlusion, in that it only affects a limited range. It is intended to be used along with a form of proper global illumination like SDFGI or [VoxelGI]. Screen-space indirect lighting is not affected by individual light's [member Light3D.light_indirect_energy]. + </member> + <member name="ssil_intensity" type="float" setter="set_ssil_intensity" getter="get_ssil_intensity" default="1.0"> + The brightness multiplier for the screen-space indirect lighting effect. A higher value will result in brighter light. + </member> + <member name="ssil_normal_rejection" type="float" setter="set_ssil_normal_rejection" getter="get_ssil_normal_rejection" default="1.0"> + Amount of normal rejection used when calculating screen-space indirect lighting. Normal rejection uses the normal of a given sample point to reject samples that are facing away from the current pixel. Normal rejection is necessary to avoid light leaking when only one side of an object is illuminated. However, normal rejection can be disabled if light leaking is desirable, such as when the scene mostly contains emissive objects that emit light from faces that cannot be seen from the camera. + </member> + <member name="ssil_radius" type="float" setter="set_ssil_radius" getter="get_ssil_radius" default="5.0"> + The distance that bounced lighting can travel when using the screen space indirect lighting effect. A larger value will result in light bouncing further in a scene, but may result in under-sampling artifacts which look like long spikes surrounding light sources. + </member> + <member name="ssil_sharpness" type="float" setter="set_ssil_sharpness" getter="get_ssil_sharpness" default="0.98"> + The amount that the screen-space indirect lighting effect is allowed to blur over the edges of objects. Setting too high will result in aliasing around the edges of objects. Setting too low will make object edges appear blurry. </member> <member name="tonemap_exposure" type="float" setter="set_tonemap_exposure" getter="get_tonemap_exposure" default="1.0"> The default exposure used for tonemapping. @@ -356,12 +372,6 @@ <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="SDFGI_CASCADES_4" value="0" enum="SDFGICascades"> - </constant> - <constant name="SDFGI_CASCADES_6" value="1" enum="SDFGICascades"> - </constant> - <constant name="SDFGI_CASCADES_8" value="2" enum="SDFGICascades"> - </constant> <constant name="SDFGI_Y_SCALE_DISABLED" value="0" enum="SDFGIYScale"> </constant> <constant name="SDFGI_Y_SCALE_75_PERCENT" value="1" enum="SDFGIYScale"> |