From 21ea1c38358362abd01ffaf60f1a80add81ef110 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Sun, 1 May 2022 01:40:30 +0200 Subject: Rename soft shadow quality project settings for easier searching `rendering/quality/shadows` is now `rendering/quality/positional_shadow` to explicitly denote that the settings only affect positional light shadows, not directional light shadows. Shadow atlas settings now contain the word "atlas" for easier searching. Soft shadow quality settings were renamed to contain the word "filter". This makes the settings appear when searching for "filter" in the project settings dialog, like in Godot 3.x. --- doc/classes/ProjectSettings.xml | 28 +++++++-------- doc/classes/RenderingServer.xml | 51 +++++++++++++-------------- doc/classes/Viewport.xml | 76 ++++++++++++++++++++--------------------- 3 files changed, 78 insertions(+), 77 deletions(-) (limited to 'doc/classes') diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 2a47d4af25..577abc159a 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1898,41 +1898,41 @@ Lower-end override for [member rendering/shadows/directional_shadow/size] on mobile devices, due to performance concerns or driver support. - + Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy. [b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance]. [b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply [i]constant[/i] shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows. - - Lower-end override for [member rendering/shadows/directional_shadow/soft_shadow_quality] on mobile devices, due to performance concerns or driver support. + + Lower-end override for [member rendering/shadows/directional_shadow/soft_shadow_filter_quality] on mobile devices, due to performance concerns or driver support. - + - + Subdivision quadrant size for shadow mapping. See shadow mapping documentation. - + Subdivision quadrant size for shadow mapping. See shadow mapping documentation. - + Subdivision quadrant size for shadow mapping. See shadow mapping documentation. - + Subdivision quadrant size for shadow mapping. See shadow mapping documentation. - + Size for shadow atlas (used for OmniLights and SpotLights). See documentation. - - Lower-end override for [member rendering/shadows/shadow_atlas/size] on mobile devices, due to performance concerns or driver support. + + Lower-end override for [member rendering/shadows/positional_shadow/atlas_size] on mobile devices, due to performance concerns or driver support. - + Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy. [b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance]. [b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows. - - Lower-end override for [member rendering/shadows/shadows/soft_shadow_quality] on mobile devices, due to performance concerns or driver support. + + Lower-end override for [member rendering/shadows/positional_shadow/soft_shadow_filter_quality] on mobile devices, due to performance concerns or driver support. diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index d92121a950..99f2191dee 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -890,7 +890,7 @@ - + @@ -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]. + + + + + + @@ -2753,12 +2759,6 @@ [b]Note:[/b] If the sampler array is used use [code]index[/code] to access the specified texture. - - - - - - @@ -3220,6 +3220,25 @@ Sets the viewport's parent to another viewport. + + + + + + + Sets the shadow atlas quadrant's subdivision. + + + + + + + + + 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). + + @@ -3269,24 +3288,6 @@ - - - - - - - Sets the shadow atlas quadrant's subdivision. - - - - - - - - - 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. - - diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index 4727bc389e..c33e9aa020 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -57,6 +57,13 @@ Returns the mouse's position in this [Viewport] using the coordinate system of this [Viewport]. + + + + + Returns the [enum PositionalShadowAtlasQuadrantSubdiv] of the specified quadrant. + + @@ -64,13 +71,6 @@ - - - - - Returns the [enum ShadowAtlasQuadrantSubdiv] of the specified quadrant. - - @@ -158,10 +158,10 @@ Stops the input from propagating further down the [SceneTree]. - + - + Sets the number of subdivisions to use in the specified quadrant. A higher number of subdivisions allows you to have more shadows in the scene at once, but reduces the quality of the shadows. A good practice is to have quadrants with a varying number of subdivisions and to have as few subdivisions as possible. @@ -232,6 +232,24 @@ If [code]true[/code], the objects rendered by viewport become subjects of mouse picking process. + + + + The subdivision amount of the first quadrant on the shadow atlas. + + + The subdivision amount of the second quadrant on the shadow atlas. + + + The subdivision amount of the third quadrant on the shadow atlas. + + + The subdivision amount of the fourth quadrant on the shadow atlas. + + + The shadow atlas' resolution (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). + Sets scaling 3d mode. Bilinear scaling renders at different resolution to either undersample or supersample the viewport. FidelityFX Super Resolution 1.0, abbreviated to FSR, is an upscaling technology that produces high quality images at fast framerates by using a spatially aware upscaling algorithm. FSR is slightly more expensive than bilinear, but it produces significantly higher image quality. FSR should be used where possible. To control this property on the root viewport, set the [member ProjectSettings.rendering/scaling_3d/mode] project setting. @@ -248,24 +266,6 @@ - - - - The subdivision amount of the first quadrant on the shadow atlas. - - - The subdivision amount of the second quadrant on the shadow atlas. - - - The subdivision amount of the third quadrant on the shadow atlas. - - - The subdivision amount of the fourth quadrant on the shadow atlas. - - - The shadow atlas' resolution (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 0, shadows won't be visible. - @@ -307,29 +307,29 @@ - + This quadrant will not be used. - + This quadrant will only be used by one shadow map. - + This quadrant will be split in 4 and used by up to 4 shadow maps. - + This quadrant will be split 16 ways and used by up to 16 shadow maps. - + This quadrant will be split 64 ways and used by up to 64 shadow maps. - - This quadrant will be split 256 ways and used by up to 256 shadow maps. Unless the [member shadow_atlas_size] is very high, the shadows in this quadrant will be very low resolution. + + This quadrant will be split 256 ways and used by up to 256 shadow maps. Unless the [member positional_shadow_atlas_size] is very high, the shadows in this quadrant will be very low resolution. - - This quadrant will be split 1024 ways and used by up to 1024 shadow maps. Unless the [member shadow_atlas_size] is very high, the shadows in this quadrant will be very low resolution. + + This quadrant will be split 1024 ways and used by up to 1024 shadow maps. Unless the [member positional_shadow_atlas_size] is very high, the shadows in this quadrant will be very low resolution. - - Represents the size of the [enum ShadowAtlasQuadrantSubdiv] enum. + + Represents the size of the [enum PositionalShadowAtlasQuadrantSubdiv] enum. Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can be set using [member scaling_3d_scale]. Values less then [code]1.0[/code] will result in undersampling while values greater than [code]1.0[/code] will result in supersampling. A value of [code]1.0[/code] disables scaling. -- cgit v1.2.3