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-rw-r--r--doc/classes/Sky.xml16
1 files changed, 10 insertions, 6 deletions
diff --git a/doc/classes/Sky.xml b/doc/classes/Sky.xml
index 78c75d9c2b..79a9bd4b31 100644
--- a/doc/classes/Sky.xml
+++ b/doc/classes/Sky.xml
@@ -8,8 +8,6 @@
</description>
<tutorials>
</tutorials>
- <methods>
- </methods>
<members>
<member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="Sky.ProcessMode" default="0">
Sets the method for generating the radiance map from the sky. The radiance map is a cubemap with increasingly blurry versions of the sky corresponding to different levels of roughness. Radiance maps can be expensive to calculate. See [enum ProcessMode] for options.
@@ -48,11 +46,17 @@
<constant name="RADIANCE_SIZE_MAX" value="7" enum="RadianceSize">
Represents the size of the [enum RadianceSize] enum.
</constant>
- <constant name="PROCESS_MODE_QUALITY" value="0" enum="ProcessMode">
- Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than [constant PROCESS_MODE_REALTIME] but takes much longer to generate. This should not be used if you plan on changing the sky at runtime. If you are finding that the reflection is not blurry enough and is showing sparkles or fireflies, try increasing [member ProjectSettings.rendering/quality/reflections/ggx_samples].
+ <constant name="PROCESS_MODE_AUTOMATIC" value="0" enum="ProcessMode">
+ Automatically selects the appropriate process mode based on your sky shader. If your shader uses [code]TIME[/code] or [code]POSITION[/code], this will use [constant PROCESS_MODE_REALTIME]. If your shader uses any of the [code]LIGHT_*[/code] variables or any custom uniforms, this uses [constant PROCESS_MODE_INCREMENTAL]. Otherwise, this defaults to [constant PROCESS_MODE_QUALITY].
</constant>
- <constant name="PROCESS_MODE_REALTIME" value="1" enum="ProcessMode">
- Uses the fast filtering algorithm to process the radiance map. In general this results in lower quality, but substantially faster run times.
+ <constant name="PROCESS_MODE_QUALITY" value="1" enum="ProcessMode">
+ Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than [constant PROCESS_MODE_REALTIME] but takes much longer to generate. This should not be used if you plan on changing the sky at runtime. If you are finding that the reflection is not blurry enough and is showing sparkles or fireflies, try increasing [member ProjectSettings.rendering/reflections/sky_reflections/ggx_samples].
+ </constant>
+ <constant name="PROCESS_MODE_INCREMENTAL" value="2" enum="ProcessMode">
+ Uses the same high quality importance sampling to process the radiance map as [constant PROCESS_MODE_QUALITY], but updates over several frames. The number of frames is determined by [member ProjectSettings.rendering/reflections/sky_reflections/roughness_layers]. Use this when you need highest quality radiance maps, but have a sky that updates slowly.
+ </constant>
+ <constant name="PROCESS_MODE_REALTIME" value="3" enum="ProcessMode">
+ Uses the fast filtering algorithm to process the radiance map. In general this results in lower quality, but substantially faster run times. If you need better quality, but still need to update the sky every frame, consider turning on [member ProjectSettings.rendering/reflections/sky_reflections/fast_filter_high_quality].
[b]Note:[/b] The fast filtering algorithm is limited to 256x256 cubemaps, so [member radiance_size] must be set to [constant RADIANCE_SIZE_256].
</constant>
</constants>