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-rw-r--r--doc/classes/RenderingServer.xml206
1 files changed, 133 insertions, 73 deletions
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index d92121a950..9a398b1f33 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -890,7 +890,7 @@
<description>
</description>
</method>
- <method name="directional_shadow_quality_set">
+ <method name="directional_soft_shadow_filter_set_quality">
<return type="void" />
<argument index="0" name="quality" type="int" enum="RenderingServer.ShadowQuality" />
<description>
@@ -1293,45 +1293,45 @@
If [code]half_resolution[/code] is [code]true[/code], renders [VoxelGI] and SDFGI ([member Environment.sdfgi_enabled]) buffers at halved resolution (e.g. 960×540 when the viewport size is 1920×1080). This improves performance significantly when VoxelGI or SDFGI is enabled, at the cost of artifacts that may be visible on polygon edges. The loss in quality becomes less noticeable as the viewport resolution increases. [LightmapGI] rendering is not affected by this setting. See also [member ProjectSettings.rendering/global_illumination/gi/use_half_resolution].
</description>
</method>
- <method name="global_variable_add">
+ <method name="global_shader_uniform_add">
<return type="void" />
<argument index="0" name="name" type="StringName" />
- <argument index="1" name="type" type="int" enum="RenderingServer.GlobalVariableType" />
+ <argument index="1" name="type" type="int" enum="RenderingServer.GlobalShaderUniformType" />
<argument index="2" name="default_value" type="Variant" />
<description>
</description>
</method>
- <method name="global_variable_get" qualifiers="const">
+ <method name="global_shader_uniform_get" qualifiers="const">
<return type="Variant" />
<argument index="0" name="name" type="StringName" />
<description>
</description>
</method>
- <method name="global_variable_get_list" qualifiers="const">
+ <method name="global_shader_uniform_get_list" qualifiers="const">
<return type="PackedStringArray" />
<description>
</description>
</method>
- <method name="global_variable_get_type" qualifiers="const">
- <return type="int" enum="RenderingServer.GlobalVariableType" />
+ <method name="global_shader_uniform_get_type" qualifiers="const">
+ <return type="int" enum="RenderingServer.GlobalShaderUniformType" />
<argument index="0" name="name" type="StringName" />
<description>
</description>
</method>
- <method name="global_variable_remove">
+ <method name="global_shader_uniform_remove">
<return type="void" />
<argument index="0" name="name" type="StringName" />
<description>
</description>
</method>
- <method name="global_variable_set">
+ <method name="global_shader_uniform_set">
<return type="void" />
<argument index="0" name="name" type="StringName" />
<argument index="1" name="value" type="Variant" />
<description>
</description>
</method>
- <method name="global_variable_set_override">
+ <method name="global_shader_uniform_set_override">
<return type="void" />
<argument index="0" name="name" type="StringName" />
<argument index="1" name="value" type="Variant" />
@@ -2519,6 +2519,12 @@
If [code]true[/code], particles use local coordinates. If [code]false[/code] they use global coordinates. Equivalent to [member GPUParticles3D.local_coords].
</description>
</method>
+ <method name="positional_soft_shadow_filter_set_quality">
+ <return type="void" />
+ <argument index="0" name="quality" type="int" enum="RenderingServer.ShadowQuality" />
+ <description>
+ </description>
+ </method>
<method name="reflection_probe_create">
<return type="RID" />
<description>
@@ -2742,6 +2748,13 @@
Returns the parameters of a shader.
</description>
</method>
+ <method name="shader_set_code">
+ <return type="void" />
+ <argument index="0" name="shader" type="RID" />
+ <argument index="1" name="code" type="String" />
+ <description>
+ </description>
+ </method>
<method name="shader_set_default_texture_param">
<return type="void" />
<argument index="0" name="shader" type="RID" />
@@ -2753,9 +2766,10 @@
[b]Note:[/b] If the sampler array is used use [code]index[/code] to access the specified texture.
</description>
</method>
- <method name="shadows_quality_set">
+ <method name="shader_set_path_hint">
<return type="void" />
- <argument index="0" name="quality" type="int" enum="RenderingServer.ShadowQuality" />
+ <argument index="0" name="shader" type="RID" />
+ <argument index="1" name="path" type="String" />
<description>
</description>
</method>
@@ -3161,14 +3175,6 @@
If [code]true[/code], rendering of a viewport's environment is disabled.
</description>
</method>
- <method name="viewport_set_fsr_mipmap_bias">
- <return type="void" />
- <argument index="0" name="viewport" type="RID" />
- <argument index="1" name="mipmap_bias" type="float" />
- <description>
- Affects the final texture sharpness by reading from a lower or higher mipmap. Negative values make textures sharper, while positive values make textures blurrier. When using FSR, this value is used to adjust the mipmap bias calculated internally which is based on the selected quality. The formula for this is [code]-log2(1.0 / scale) + mipmap_bias[/code]
- </description>
- </method>
<method name="viewport_set_fsr_sharpness">
<return type="void" />
<argument index="0" name="viewport" type="RID" />
@@ -3220,6 +3226,25 @@
Sets the viewport's parent to another viewport.
</description>
</method>
+ <method name="viewport_set_positional_shadow_atlas_quadrant_subdivision">
+ <return type="void" />
+ <argument index="0" name="viewport" type="RID" />
+ <argument index="1" name="quadrant" type="int" />
+ <argument index="2" name="subdivision" type="int" />
+ <description>
+ Sets the shadow atlas quadrant's subdivision.
+ </description>
+ </method>
+ <method name="viewport_set_positional_shadow_atlas_size">
+ <return type="void" />
+ <argument index="0" name="viewport" type="RID" />
+ <argument index="1" name="size" type="int" />
+ <argument index="2" name="use_16_bits" type="bool" default="false" />
+ <description>
+ Sets the size of the shadow atlas's images (used for omni and spot lights). The value will be rounded up to the nearest power of 2.
+ [b]Note:[/b] If this is set to [code]0[/code], no shadows will be visible at all (including directional shadows).
+ </description>
+ </method>
<method name="viewport_set_render_direct_to_screen">
<return type="void" />
<argument index="0" name="viewport" type="RID" />
@@ -3269,24 +3294,6 @@
<description>
</description>
</method>
- <method name="viewport_set_shadow_atlas_quadrant_subdivision">
- <return type="void" />
- <argument index="0" name="viewport" type="RID" />
- <argument index="1" name="quadrant" type="int" />
- <argument index="2" name="subdivision" type="int" />
- <description>
- Sets the shadow atlas quadrant's subdivision.
- </description>
- </method>
- <method name="viewport_set_shadow_atlas_size">
- <return type="void" />
- <argument index="0" name="viewport" type="RID" />
- <argument index="1" name="size" type="int" />
- <argument index="2" name="use_16_bits" type="bool" default="false" />
- <description>
- Sets the size of the shadow atlas's images (used for omni and spot lights). The value will be rounded up to the nearest power of 2.
- </description>
- </method>
<method name="viewport_set_size">
<return type="void" />
<argument index="0" name="viewport" type="RID" />
@@ -3310,6 +3317,15 @@
<description>
</description>
</method>
+ <method name="viewport_set_texture_mipmap_bias">
+ <return type="void" />
+ <argument index="0" name="viewport" type="RID" />
+ <argument index="1" name="mipmap_bias" type="float" />
+ <description>
+ Affects the final texture sharpness by reading from a lower or higher mipmap (also called "texture LOD bias"). Negative values make mipmapped textures sharper but grainier when viewed at a distance, while positive values make mipmapped textures blurrier (even when up close). To get sharper textures at a distance without introducing too much graininess, set this between [code]-0.75[/code] and [code]0.0[/code]. Enabling temporal antialiasing ([member ProjectSettings.rendering/anti_aliasing/quality/use_taa]) can help reduce the graininess visible when using negative mipmap bias.
+ [b]Note:[/b] When the 3D scaling mode is set to FSR 1.0, this value is used to adjust the automatic mipmap bias which is calculated internally based on the scale factor. The formula for this is [code]-log2(1.0 / scale) + mipmap_bias[/code].
+ </description>
+ </method>
<method name="viewport_set_transparent_background">
<return type="void" />
<argument index="0" name="viewport" type="RID" />
@@ -3356,6 +3372,22 @@
If [code]true[/code], the viewport uses augmented or virtual reality technologies. See [XRInterface].
</description>
</method>
+ <method name="viewport_set_vrs_mode">
+ <return type="void" />
+ <argument index="0" name="viewport" type="RID" />
+ <argument index="1" name="mode" type="int" enum="RenderingServer.ViewportVRSMode" />
+ <description>
+ Sets the Variable Rate Shading (VRS) mode for the viewport. Note, if hardware does not support VRS this property is ignored.
+ </description>
+ </method>
+ <method name="viewport_set_vrs_texture">
+ <return type="void" />
+ <argument index="0" name="viewport" type="RID" />
+ <argument index="1" name="texture" type="RID" />
+ <description>
+ Texture to use when the VRS mode is set to [constant RenderingServer.VIEWPORT_VRS_TEXTURE].
+ </description>
+ </method>
<method name="visibility_notifier_create">
<return type="RID" />
<description>
@@ -3715,14 +3747,22 @@
Use [Transform3D] to store MultiMesh transform.
</constant>
<constant name="LIGHT_PROJECTOR_FILTER_NEAREST" value="0" enum="LightProjectorFilter">
+ Nearest-neighbor filter for light projectors (use for pixel art light projectors). No mipmaps are used for rendering, which means light projectors at a distance will look sharp but grainy. This has roughly the same performance cost as using mipmaps.
</constant>
- <constant name="LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS" value="1" enum="LightProjectorFilter">
+ <constant name="LIGHT_PROJECTOR_FILTER_LINEAR" value="1" enum="LightProjectorFilter">
+ Linear filter for light projectors (use for non-pixel art light projectors). No mipmaps are used for rendering, which means light projectors at a distance will look smooth but blurry. This has roughly the same performance cost as using mipmaps.
</constant>
- <constant name="LIGHT_PROJECTOR_FILTER_LINEAR" value="2" enum="LightProjectorFilter">
+ <constant name="LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS" value="2" enum="LightProjectorFilter">
+ Nearest-neighbor filter for light projectors (use for pixel art light projectors). Isotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps.
</constant>
<constant name="LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS" value="3" enum="LightProjectorFilter">
+ Linear filter for light projectors (use for non-pixel art light projectors). Isotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps.
</constant>
- <constant name="LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC" value="4" enum="LightProjectorFilter">
+ <constant name="LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS_ANISOTROPIC" value="4" enum="LightProjectorFilter">
+ Nearest-neighbor filter for light projectors (use for pixel art light projectors). Anisotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].
+ </constant>
+ <constant name="LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC" value="5" enum="LightProjectorFilter">
+ Linear filter for light projectors (use for non-pixel art light projectors). Anisotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].
</constant>
<constant name="LIGHT_DIRECTIONAL" value="0" enum="LightType">
Is a directional (sun) light.
@@ -3864,14 +3904,22 @@
<constant name="DECAL_TEXTURE_MAX" value="4" enum="DecalTexture">
</constant>
<constant name="DECAL_FILTER_NEAREST" value="0" enum="DecalFilter">
+ Nearest-neighbor filter for decals (use for pixel art decals). No mipmaps are used for rendering, which means decals at a distance will look sharp but grainy. This has roughly the same performance cost as using mipmaps.
</constant>
- <constant name="DECAL_FILTER_NEAREST_MIPMAPS" value="1" enum="DecalFilter">
+ <constant name="DECAL_FILTER_LINEAR" value="1" enum="DecalFilter">
+ Linear filter for decals (use for non-pixel art decals). No mipmaps are used for rendering, which means decals at a distance will look smooth but blurry. This has roughly the same performance cost as using mipmaps.
</constant>
- <constant name="DECAL_FILTER_LINEAR" value="2" enum="DecalFilter">
+ <constant name="DECAL_FILTER_NEAREST_MIPMAPS" value="2" enum="DecalFilter">
+ Nearest-neighbor filter for decals (use for pixel art decals). Isotropic mipmaps are used for rendering, which means decals at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps.
</constant>
<constant name="DECAL_FILTER_LINEAR_MIPMAPS" value="3" enum="DecalFilter">
+ Linear filter for decals (use for non-pixel art decals). Isotropic mipmaps are used for rendering, which means decals at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps.
+ </constant>
+ <constant name="DECAL_FILTER_NEAREST_MIPMAPS_ANISOTROPIC" value="4" enum="DecalFilter">
+ Nearest-neighbor filter for decals (use for pixel art decals). Anisotropic mipmaps are used for rendering, which means decals at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].
</constant>
- <constant name="DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC" value="4" enum="DecalFilter">
+ <constant name="DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC" value="5" enum="DecalFilter">
+ Linear filter for decals (use for non-pixel art decals). Anisotropic mipmaps are used for rendering, which means decals at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].
</constant>
<constant name="VOXEL_GI_QUALITY_LOW" value="0" enum="VoxelGIQuality">
</constant>
@@ -4115,6 +4163,18 @@
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_MOTION_VECTORS" value="25" enum="ViewportDebugDraw">
</constant>
+ <constant name="VIEWPORT_VRS_DISABLED" value="0" enum="ViewportVRSMode">
+ VRS is disabled.
+ </constant>
+ <constant name="VIEWPORT_VRS_TEXTURE" value="1" enum="ViewportVRSMode">
+ VRS uses a texture. Note, for stereoscopic use a texture atlas with a texture for each view.
+ </constant>
+ <constant name="VIEWPORT_VRS_XR" value="2" enum="ViewportVRSMode">
+ VRS texture is supplied by the primary [XRInterface].
+ </constant>
+ <constant name="VIEWPORT_VRS_MAX" value="3" enum="ViewportVRSMode">
+ Represents the size of the [enum ViewportVRSMode] enum.
+ </constant>
<constant name="SKY_MODE_AUTOMATIC" value="0" enum="SkyMode">
</constant>
<constant name="SKY_MODE_QUALITY" value="1" enum="SkyMode">
@@ -4493,63 +4553,63 @@
<constant name="CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE" value="2" enum="CanvasOccluderPolygonCullMode">
Culling of the canvas occluder is counterclockwise.
</constant>
- <constant name="GLOBAL_VAR_TYPE_BOOL" value="0" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_BOOL" value="0" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_BVEC2" value="1" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_BVEC2" value="1" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_BVEC3" value="2" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_BVEC3" value="2" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_BVEC4" value="3" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_BVEC4" value="3" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_INT" value="4" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_INT" value="4" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_IVEC2" value="5" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_IVEC2" value="5" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_IVEC3" value="6" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_IVEC3" value="6" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_IVEC4" value="7" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_IVEC4" value="7" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_RECT2I" value="8" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_RECT2I" value="8" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_UINT" value="9" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_UINT" value="9" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_UVEC2" value="10" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_UVEC2" value="10" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_UVEC3" value="11" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_UVEC3" value="11" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_UVEC4" value="12" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_UVEC4" value="12" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_FLOAT" value="13" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_FLOAT" value="13" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_VEC2" value="14" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_VEC2" value="14" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_VEC3" value="15" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_VEC3" value="15" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_VEC4" value="16" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_VEC4" value="16" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_COLOR" value="17" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_COLOR" value="17" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_RECT2" value="18" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_RECT2" value="18" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_MAT2" value="19" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_MAT2" value="19" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_MAT3" value="20" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_MAT3" value="20" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_MAT4" value="21" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_MAT4" value="21" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_TRANSFORM_2D" value="22" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_TRANSFORM_2D" value="22" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_TRANSFORM" value="23" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_TRANSFORM" value="23" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_SAMPLER2D" value="24" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_SAMPLER2D" value="24" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_SAMPLER2DARRAY" value="25" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_SAMPLER2DARRAY" value="25" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_SAMPLER3D" value="26" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_SAMPLER3D" value="26" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_SAMPLERCUBE" value="27" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_SAMPLERCUBE" value="27" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_MAX" value="28" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_MAX" value="28" enum="GlobalShaderUniformType">
</constant>
<constant name="RENDERING_INFO_TOTAL_OBJECTS_IN_FRAME" value="0" enum="RenderingInfo">
</constant>