From a54f93c169d8bacb05b210ed585b3e8a5354cca0 Mon Sep 17 00:00:00 2001 From: clayjohn Date: Fri, 10 Jul 2020 17:07:30 -0700 Subject: Add incremental update mode to sky --- doc/classes/RenderingServer.xml | 4 ++-- doc/classes/Sky.xml | 12 +++++++++--- 2 files changed, 11 insertions(+), 5 deletions(-) (limited to 'doc/classes') diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index 7539f8ff43..85eaac454f 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -3431,10 +3431,10 @@ - + Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than [constant Sky.PROCESS_MODE_REALTIME] but takes much longer to generate. This should not be used if you plan on changing the sky at runtime. If you are finding that the reflection is not blurry enough and is showing sparkles or fireflies, try increasing [member ProjectSettings.rendering/quality/reflections/ggx_samples]. - + Uses the fast filtering algorithm to process the radiance map. In general this results in lower quality, but substantially faster run times. [b]Note:[/b] The fast filtering algorithm is limited to 256x256 cubemaps, so [member Sky.radiance_size] must be set to [constant Sky.RADIANCE_SIZE_256]. diff --git a/doc/classes/Sky.xml b/doc/classes/Sky.xml index 78c75d9c2b..a77515b3e6 100644 --- a/doc/classes/Sky.xml +++ b/doc/classes/Sky.xml @@ -48,11 +48,17 @@ Represents the size of the [enum RadianceSize] enum. - + + Automatically selects the appropriate process mode based on your sky shader. If your shader uses [code]TIME[/code] or [code]POSITION[/code], this will use [constant PROCESS_MODE_REALTIME]. If your shader uses any of the [code]LIGHT_*[/code] variables or any custom uniforms, this uses [constant PROCESS_MODE_INCREMENTAL]. Otherwise, this defaults to [constant PROCESS_MODE_QUALITY]. + + Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than [constant PROCESS_MODE_REALTIME] but takes much longer to generate. This should not be used if you plan on changing the sky at runtime. If you are finding that the reflection is not blurry enough and is showing sparkles or fireflies, try increasing [member ProjectSettings.rendering/quality/reflections/ggx_samples]. - - Uses the fast filtering algorithm to process the radiance map. In general this results in lower quality, but substantially faster run times. + + Uses the same high quality importance sampling to process the radiance map as [constant PROCESS_MODE_QUALITY], but updates over several frames. The number of frames is determined by [member ProjectSettings.rendering/quality/reflections/roughness_layers]. Use this when you need highest quality radiance maps, but have a sky that updates slowly. + + + Uses the fast filtering algorithm to process the radiance map. In general this results in lower quality, but substantially faster run times. If you need better quality, but still need to update the sky every frame, consider turning on [member ProjectSettings.rendering/quality/reflections/fast_filter_high_quality]. [b]Note:[/b] The fast filtering algorithm is limited to 256x256 cubemaps, so [member radiance_size] must be set to [constant RADIANCE_SIZE_256]. -- cgit v1.2.3