diff options
Diffstat (limited to 'doc/classes/ProjectSettings.xml')
-rw-r--r-- | doc/classes/ProjectSettings.xml | 34 |
1 files changed, 20 insertions, 14 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 2a47d4af25..898d34b385 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1898,41 +1898,41 @@ <member name="rendering/shadows/directional_shadow/size.mobile" type="int" setter="" getter="" default="2048"> Lower-end override for [member rendering/shadows/directional_shadow/size] on mobile devices, due to performance concerns or driver support. </member> - <member name="rendering/shadows/directional_shadow/soft_shadow_quality" type="int" setter="" getter="" default="2"> + <member name="rendering/shadows/directional_shadow/soft_shadow_filter_quality" type="int" setter="" getter="" default="2"> Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy. [b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance]. [b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply [i]constant[/i] shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows. </member> - <member name="rendering/shadows/directional_shadow/soft_shadow_quality.mobile" type="int" setter="" getter="" default="0"> - Lower-end override for [member rendering/shadows/directional_shadow/soft_shadow_quality] on mobile devices, due to performance concerns or driver support. + <member name="rendering/shadows/directional_shadow/soft_shadow_filter_quality.mobile" type="int" setter="" getter="" default="0"> + Lower-end override for [member rendering/shadows/directional_shadow/soft_shadow_filter_quality] on mobile devices, due to performance concerns or driver support. </member> - <member name="rendering/shadows/shadow_atlas/16_bits" type="bool" setter="" getter="" default="true"> + <member name="rendering/shadows/positional_shadow/atlas_16_bits" type="bool" setter="" getter="" default="true"> </member> - <member name="rendering/shadows/shadow_atlas/quadrant_0_subdiv" type="int" setter="" getter="" default="2"> + <member name="rendering/shadows/positional_shadow/atlas_quadrant_0_subdiv" type="int" setter="" getter="" default="2"> Subdivision quadrant size for shadow mapping. See shadow mapping documentation. </member> - <member name="rendering/shadows/shadow_atlas/quadrant_1_subdiv" type="int" setter="" getter="" default="2"> + <member name="rendering/shadows/positional_shadow/atlas_quadrant_1_subdiv" type="int" setter="" getter="" default="2"> Subdivision quadrant size for shadow mapping. See shadow mapping documentation. </member> - <member name="rendering/shadows/shadow_atlas/quadrant_2_subdiv" type="int" setter="" getter="" default="3"> + <member name="rendering/shadows/positional_shadow/atlas_quadrant_2_subdiv" type="int" setter="" getter="" default="3"> Subdivision quadrant size for shadow mapping. See shadow mapping documentation. </member> - <member name="rendering/shadows/shadow_atlas/quadrant_3_subdiv" type="int" setter="" getter="" default="4"> + <member name="rendering/shadows/positional_shadow/atlas_quadrant_3_subdiv" type="int" setter="" getter="" default="4"> Subdivision quadrant size for shadow mapping. See shadow mapping documentation. </member> - <member name="rendering/shadows/shadow_atlas/size" type="int" setter="" getter="" default="4096"> + <member name="rendering/shadows/positional_shadow/atlas_size" type="int" setter="" getter="" default="4096"> Size for shadow atlas (used for OmniLights and SpotLights). See documentation. </member> - <member name="rendering/shadows/shadow_atlas/size.mobile" type="int" setter="" getter="" default="2048"> - Lower-end override for [member rendering/shadows/shadow_atlas/size] on mobile devices, due to performance concerns or driver support. + <member name="rendering/shadows/positional_shadow/atlas_size.mobile" type="int" setter="" getter="" default="2048"> + Lower-end override for [member rendering/shadows/positional_shadow/atlas_size] on mobile devices, due to performance concerns or driver support. </member> - <member name="rendering/shadows/shadows/soft_shadow_quality" type="int" setter="" getter="" default="2"> + <member name="rendering/shadows/positional_shadow/soft_shadow_filter_quality" type="int" setter="" getter="" default="2"> Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy. [b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance]. [b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows. </member> - <member name="rendering/shadows/shadows/soft_shadow_quality.mobile" type="int" setter="" getter="" default="0"> - Lower-end override for [member rendering/shadows/shadows/soft_shadow_quality] on mobile devices, due to performance concerns or driver support. + <member name="rendering/shadows/positional_shadow/soft_shadow_filter_quality.mobile" type="int" setter="" getter="" default="0"> + Lower-end override for [member rendering/shadows/positional_shadow/soft_shadow_filter_quality] on mobile devices, due to performance concerns or driver support. </member> <member name="rendering/textures/decals/filter" type="int" setter="" getter="" default="3"> </member> @@ -1968,6 +1968,12 @@ If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm. This algorithm is only supported on desktop platforms and consoles. [b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]). </member> + <member name="rendering/vrs/mode" type="int" setter="" getter="" default="0"> + 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. + </member> <member name="rendering/vulkan/descriptor_pools/max_descriptors_per_pool" type="int" setter="" getter="" default="64"> </member> <member name="rendering/vulkan/rendering/back_end" type="int" setter="" getter="" default="0"> |