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-rw-r--r--doc/classes/Viewport.xml9
1 files changed, 5 insertions, 4 deletions
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index 53603b5356..0808a8f1cf 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -196,10 +196,6 @@
<member name="disable_3d" type="bool" setter="set_disable_3d" getter="is_3d_disabled" default="false">
Disable 3D rendering (but keep 2D rendering).
</member>
- <member name="fsr_mipmap_bias" type="float" setter="set_fsr_mipmap_bias" getter="get_fsr_mipmap_bias" default="0.0">
- Affects the final texture sharpness by reading from a lower or higher mipmap when using FSR. Mipmap bias does nothing when FSR is not being used. Negative values make textures sharper, while positive values make textures blurrier. 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]. This updates the rendering server's mipmap bias when called
- To control this property on the root viewport, set the [member ProjectSettings.rendering/scaling_3d/fsr_mipmap_bias] project setting.
- </member>
<member name="fsr_sharpness" type="float" setter="set_fsr_sharpness" getter="get_fsr_sharpness" default="0.2">
Determines how sharp the upscaled image will be when using the FSR upscaling mode. Sharpness halves with every whole number. Values go from 0.0 (sharpest) to 2.0. Values above 2.0 won't make a visible difference.
To control this property on the root viewport, set the [member ProjectSettings.rendering/scaling_3d/fsr_sharpness] project setting.
@@ -270,6 +266,11 @@
</member>
<member name="snap_2d_vertices_to_pixel" type="bool" setter="set_snap_2d_vertices_to_pixel" getter="is_snap_2d_vertices_to_pixel_enabled" default="false">
</member>
+ <member name="texture_mipmap_bias" type="float" setter="set_texture_mipmap_bias" getter="get_texture_mipmap_bias" default="0.0">
+ 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].
+ To control this property on the root viewport, set the [member ProjectSettings.rendering/textures/default_filters/texture_mipmap_bias] project setting.
+ </member>
<member name="transparent_bg" type="bool" setter="set_transparent_background" getter="has_transparent_background" default="false">
If [code]true[/code], the viewport should render its background as transparent.
</member>