Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
Compute SSAO at half resolution by default
|
|
3 options are available:
- Light and Sky (default)
- Light Only (new)
- Sky Only (equivalent to `use_in_sky_only = true`)
Co-authored by: clayjohn <claynjohn@gmail.com>
|
|
|
|
This shadow color property was no longer effective since the shaders
were optimized to improve occupancy.
|
|
|
|
|
|
This can be used to fade lights and their shadows in the distance,
similar to Decal nodes. This can bring significant performance
improvements, especially for lights with shadows enabled and when
using higher-than-default shadow quality settings.
While lights can be smoothly faded out over distance, shadows are
currently "all or nothing" since per-light shadow color is no longer
customizable in the Vulkan renderer. This may result in noticeable
pop-in when leaving the shadow cutoff distance, but depending on the
scene, it may not always be that noticeable.
|
|
|
|
|
|
|
|
|
|
Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
|
|
This provides a significant speedup for a small quality loss.
The quality loss is generally more noticeable during a project's
early stages of development (e.g. in level blockouts)
than it is in a finished project.
|
|
|
|
|
|
|
|
* Should now be correct
* Supersedes 53738
|
|
- Enable Read Sky Light to get proper outdoors lighting out of the box.
- Set bounce feedback to 0.5 by default to get a better quality result.
- Higher values may cause infinite feedback with bright surfaces.
- Increase the number of frames to converge to improve quality
at the cost of latency. Most scenes are fairly static after all.
- Use 75% Y scale by default as most scenes are not highly vertical.
- Reorder the Y scale enum to go from the lowest Y scale to the highest.
Also rename the "Disabled" setting to "100%" for clarity.
|
|
|
|
These are not used consistently and some can conflict with
system-specific defines. While here, also delete some unused macros.
|
|
|
|
|
|
This reverts commit fcc9f5ce396ff921ed8253f657a8c9c38e7a878d.
The feature is good but the implementation still needs more work.
A new PR will be made with a rework of this commit.
|
|
Removes the `fullsize` option which is superseded by `stretch_mode`.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
|
|
|
|
This provides more flexibility between performance and quality
adjustments, especially when using SDFGI for small-scale levels
(which can be useful for procedurally generated scenes).
|
|
On the only platform where PVRTC is supported (iOS),
ETC2 generally supersedes PVRTC in every possible way. The increased
memory usage is not really a problem thanks to modern iOS' devices
processing power being higher than its Android counterparts.
|
|
|
|
|
|
This allows changing SSIL quality at run-time in a project.
|
|
Applying overlay materials into multi-surface meshes currently
requires adding a next pass material to all the surfaces, which
might be cumbersome when the material is to be applied to a range
of different geometries. This also makes it not trivial to use
AnimationPlayer to control the material in case of visual effects.
The material_override property is not an option as it works
replacing the active material for the surfaces, not adding a new pass.
This commit adds the material_overlay property to GeometryInstance3D
(and therefore MeshInstance3D), having the same reach as
material_override (that is, all surfaces) but adding a new material
pass on top of the active materials, instead of replacing them.
|
|
Add `RenderingServer.get_video_adapter_type()` method
|
|
|
|
|
|
|
|
Happy new year to the wonderful Godot community!
|
|
This makes it more obvious that the setting only affects mesh LOD,
not manual (H)LOD achieved using visibility ranges.
|
|
This is required for projects to be able to change the
GI half-resolution setting at run-time.
|
|
The order now goes from least to most computationally expensive:
- Disabled
- Static
- Dynamic
|
|
This can be used to distinguish between integrated, dedicated, virtual
and software-emulated GPUs. This in turn can be used to automatically
adjust graphics settings, or warn users about features that may run
slowly on their hardware.
|
|
|
|
|
|
In scenes that have little to no overdraw, disabling the depth prepass
can give a small performance boost. Nonetheless, in most other scenarios,
the depth prepass should be left enabled as it improves performance
significantly.
|
|
|
|
|
|
|
|
|