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-rw-r--r--doc/classes/ProjectSettings.xml26
1 files changed, 21 insertions, 5 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 26d519506b..2065c59d18 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1597,11 +1597,9 @@
<member name="rendering/camera/depth_of_field/depth_of_field_use_jitter" type="bool" setter="" getter="" default="false">
If [code]true[/code], jitters DOF samples to make effect slightly blurrier and hide lines created from low sample rates. This can result in a slightly grainy appearance when used with a low number of samples.
</member>
- <member name="rendering/driver/depth_prepass/disable_for_vendors" type="String" setter="" getter="" default="&quot;PowerVR,Mali,Adreno,Apple&quot;">
- Disables depth pre-pass for some GPU vendors (usually mobile), as their architecture already does this.
- </member>
<member name="rendering/driver/depth_prepass/enable" type="bool" setter="" getter="" default="true">
- If [code]true[/code], performs a previous depth pass before rendering materials. This increases performance in scenes with high overdraw, when complex materials and lighting are used.
+ If [code]true[/code], performs a previous depth pass before rendering 3D materials. This increases performance significantly in scenes with high overdraw, when complex materials and lighting are used. However, in scenes with few occluded surfaces, the depth prepass may reduce performance. If your game is viewed from a fixed angle that makes it easy to avoid overdraw (such as top-down or side-scrolling perspective), consider disabling the depth prepass to improve performance. This setting can be changed at run-time to optimize performance depending on the scene currently being viewed.
+ [b]Note:[/b] Only supported when using the Vulkan Clustered backend (not Vulkan Mobile or OpenGL). When using Vulkan Mobile or OpenGL, there is no depth prepass performed.
</member>
<member name="rendering/driver/driver_name" type="String" setter="" getter="" default="&quot;vulkan&quot;">
The video driver to use.
@@ -1652,6 +1650,24 @@
<member name="rendering/environment/ssao/quality" type="int" setter="" getter="" default="2">
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. Setting to [code]ULTRA[/code] will use the [member rendering/environment/ssao/adaptive_target] setting.
</member>
+ <member name="rendering/environment/ssil/adaptive_target" type="float" setter="" getter="" default="0.5">
+ Quality target to use when [member rendering/environment/ssil/quality] is set to [code]ULTRA[/code]. A value of [code]0.0[/code] provides a quality and speed similar to [code]MEDIUM[/code] while a value of [code]1.0[/code] provides much higher quality than any of the other settings at the cost of performance. When using the adaptive target, the performance cost scales with the complexity of the scene.
+ </member>
+ <member name="rendering/environment/ssil/blur_passes" type="int" setter="" getter="" default="4">
+ Number of blur passes to use when computing screen-space indirect lighting. A higher number will result in a smoother look, but will be slower to compute and will have less high-frequency detail.
+ </member>
+ <member name="rendering/environment/ssil/fadeout_from" type="float" setter="" getter="" default="50.0">
+ Distance at which the screen-space indirect lighting effect starts to fade out. Use this hide screen-space indirect lighting at great distances.
+ </member>
+ <member name="rendering/environment/ssil/fadeout_to" type="float" setter="" getter="" default="300.0">
+ Distance at which the screen-space indirect lighting is fully faded out. Use this hide screen-space indirect lighting at great distances.
+ </member>
+ <member name="rendering/environment/ssil/half_size" type="bool" setter="" getter="" default="true">
+ If [code]true[/code], screen-space indirect lighting will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details and may result in some objects appearing to glow at their edges.
+ </member>
+ <member name="rendering/environment/ssil/quality" type="int" setter="" getter="" default="2">
+ Sets the quality of the screen-space indirect lighting effect. Higher values take more samples and so will result in better quality, at the cost of performance. Setting to [code]ULTRA[/code] will use the [member rendering/environment/ssil/adaptive_target] setting.
+ </member>
<member name="rendering/environment/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>
@@ -1723,7 +1739,7 @@
<member name="rendering/mesh_lod/lod_change/threshold_pixels" type="float" setter="" getter="" default="1.0">
The automatic LOD bias to use for meshes rendered within the [ReflectionProbe]. Higher values will use less detailed versions of meshes that have LOD variations generated. If set to [code]0.0[/code], automatic LOD is disabled. Increase [member rendering/mesh_lod/lod_change/threshold_pixels] to improve performance at the cost of geometry detail.
[b]Note:[/b] [member rendering/mesh_lod/lod_change/threshold_pixels] does not affect [GeometryInstance3D] visibility ranges (also known as "manual" LOD or hierarchical LOD).
- [b]Note:[/b] This property is only read when the project starts. To adjust the automatic LOD threshold at runtime, set [member Viewport.lod_threshold] on the root [Viewport].
+ [b]Note:[/b] This property is only read when the project starts. To adjust the automatic LOD threshold at runtime, set [member Viewport.mesh_lod_threshold] on the root [Viewport].
</member>
<member name="rendering/occlusion_culling/bvh_build_quality" type="int" setter="" getter="" default="2">
</member>