From 4b13093251aa82f2c123c3c6a18400416fb4a710 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Fri, 18 Nov 2022 16:29:08 +0100 Subject: Allow all lossless image formats to be used for VRS texture project setting WebP can also be lossy, but the class reference now warns about the requirement to use a lossless format for the VRS texture to work correctly. --- doc/classes/ProjectSettings.xml | 15 ++++++++++++++- doc/classes/Viewport.xml | 13 +++++++++++++ 2 files changed, 27 insertions(+), 1 deletion(-) (limited to 'doc/classes') diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 3478215f4f..09c024d275 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -2265,7 +2265,20 @@ Set the default Variable Rate Shading (VRS) mode for the main viewport. See [member Viewport.vrs_mode] to change this at runtime, and [enum Viewport.VRSMode] for possible values. - If [member rendering/vrs/mode] is set to texture, this is the path to default texture loaded as the VRS image. + If [member rendering/vrs/mode] is set to [b]Texture[/b], this is the path to default texture loaded as the VRS image. + The texture [i]must[/i] use a lossless compression format so that colors can be matched precisely. The following VRS densities are mapped to various colors, with brighter colors representing a lower level of shading precision: + [codeblock] + - 1x1 = rgb(0, 0, 0) - #000000 + - 1x2 = rgb(0, 85, 0) - #005500 + - 2x1 = rgb(85, 0, 0) - #550000 + - 2x2 = rgb(85, 85, 0) - #555500 + - 2x4 = rgb(85, 170, 0) - #55aa00 + - 4x2 = rgb(170, 85, 0) - #aa5500 + - 4x4 = rgb(170, 170, 0) - #aaaa00 + - 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware + - 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware + - 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware + [/codeblock] diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index 78013a8f4b..236d34383f 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -343,6 +343,19 @@ Texture to use when [member vrs_mode] is set to [constant Viewport.VRS_TEXTURE]. + The texture [i]must[/i] use a lossless compression format so that colors can be matched precisely. The following VRS densities are mapped to various colors, with brighter colors representing a lower level of shading precision: + [codeblock] + - 1x1 = rgb(0, 0, 0) - #000000 + - 1x2 = rgb(0, 85, 0) - #005500 + - 2x1 = rgb(85, 0, 0) - #550000 + - 2x2 = rgb(85, 85, 0) - #555500 + - 2x4 = rgb(85, 170, 0) - #55aa00 + - 4x2 = rgb(170, 85, 0) - #aa5500 + - 4x4 = rgb(170, 170, 0) - #aaaa00 + - 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware + - 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware + - 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware + [/codeblock] The custom [World2D] which can be used as 2D environment source. -- cgit v1.2.3