From 9293bc3935c3b87051003dcb8f6902d6f1e9fdbe Mon Sep 17 00:00:00 2001 From: reduz Date: Mon, 19 Jul 2021 16:41:55 -0300 Subject: Implement more rendering options as specialization constants * Shadow quality settings now specialization constant. * Decal and light projector filters can be set. * Changing those settings forces re-creation of the pipelines. These changes should help improve performance related to shadow mapping, and allows improving performance by sacrificing decal and light projector quality. --- doc/classes/ProjectSettings.xml | 4 ++++ doc/classes/RenderingServer.xml | 36 ++++++++++++++++++++++++++++++++++++ 2 files changed, 40 insertions(+) (limited to 'doc/classes') diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index fbd257cdba..c3ef9f2425 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1569,12 +1569,16 @@ Lower-end override for [member rendering/shadows/shadows/soft_shadow_quality] on mobile devices, due to performance concerns or driver support. + + Sets the maximum number of samples to take when using anisotropic filtering on textures (as a power of two). A higher sample count will result in sharper textures at oblique angles, but is more expensive to compute. A value of [code]0[/code] forcibly disables anisotropic filtering, even on materials where it is enabled. If [code]true[/code], uses nearest-neighbor mipmap filtering when using mipmaps (also called "bilinear filtering"), which will result in visible seams appearing between mipmap stages. This may increase performance in mobile as less memory bandwidth is used. If [code]false[/code], linear mipmap filtering (also called "trilinear filtering") is used. + + If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP. diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index 6b45653bf2..31ced67ac4 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -1209,6 +1209,14 @@ + + + + + + + + @@ -2153,6 +2161,14 @@ Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual paraboloid is faster but may suffer from artifacts. Equivalent to [member OmniLight3D.omni_shadow_mode]. + + + + + + + + @@ -4865,6 +4881,16 @@ Use [Transform3D] to store MultiMesh transform. + + + + + + + + + + Is a directional (sun) light. @@ -4986,6 +5012,16 @@ + + + + + + + + + + -- cgit v1.2.3