From 0eff109a21fb5c0bd031a91c540983e77e75343b Mon Sep 17 00:00:00 2001 From: clayjohn Date: Tue, 3 Aug 2021 00:07:32 -0700 Subject: Added SSIL post processing effect --- doc/classes/Environment.xml | 17 ++++++++++++++++- doc/classes/ProjectSettings.xml | 18 ++++++++++++++++++ doc/classes/RenderingDevice.xml | 3 ++- doc/classes/RenderingServer.xml | 25 ++++++++++++++----------- doc/classes/Viewport.xml | 25 ++++++++++++++----------- 5 files changed, 64 insertions(+), 24 deletions(-) (limited to 'doc') diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index 88c4689b5f..c4d1135ef1 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -237,7 +237,22 @@ The distance at which objects can occlude each other when calculating screen-space ambient occlusion. Higher values will result in occlusion over a greater distance at the cost of performance and quality. - Sharpness refers to the amount that the screen-space ambient occlusion effect is allowed to blur over the edges of objects. Setting too high will result in aliasing around the edges of objects. Setting too low will make object edges appear blurry. + The amount that the screen-space ambient occlusion effect is allowed to blur over the edges of objects. Setting too high will result in aliasing around the edges of objects. Setting too low will make object edges appear blurry. + + + If [code]true[/code], the screen-space indirect lighting effect is enabled. Screen space indirect lighting is a form of indirect lighting that allows diffuse light to bounce between nearby objects. Screen-space indirect lighting works very similarly to screen-space ambient occlusion, in that it only affects a limited range. It is intended to be used along with a form of proper global illumination like SDFGI or [VoxelGI]. Screen-space indirect lighting is not affected by individual light's [member Light3D.light_indirect_energy]. + + + The brightness multiplier for the screen-space indirect lighting effect. A higher value will result in brighter light. + + + Amount of normal rejection used when calculating screen-space indirect lighting. Normal rejection uses the normal of a given sample point to reject samples that are facing away from the current pixel. Normal rejection is necessary to avoid light leaking when only one side of an object is illuminated. However, normal rejection can be disabled if light leaking is desirable, such as when the scene mostly contains emissive objects that emit light from faces that cannot be seen from the camera. + + + The distance that bounced lighting can travel when using the screen space indirect lighting effect. A larger value will result in light bouncing further in a scene, but may result in under-sampling artifacts which look like long spikes surrounding light sources. + + + The amount that the screen-space indirect lighting effect is allowed to blur over the edges of objects. Setting too high will result in aliasing around the edges of objects. Setting too low will make object edges appear blurry. The default exposure used for tonemapping. diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 30409814d2..1eef4cb0d7 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1606,6 +1606,24 @@ Sets the quality of the screen-space ambient occlusion effect. Higher values take more samples and so will result in better quality, at the cost of performance. Setting to [code]ULTRA[/code] will use the [member rendering/environment/ssao/adaptive_target] setting. + + Quality target to use when [member rendering/environment/ssil/quality] is set to [code]ULTRA[/code]. A value of [code]0.0[/code] provides a quality and speed similar to [code]MEDIUM[/code] while a value of [code]1.0[/code] provides much higher quality than any of the other settings at the cost of performance. When using the adaptive target, the performance cost scales with the complexity of the scene. + + + Number of blur passes to use when computing screen-space indirect lighting. A higher number will result in a smoother look, but will be slower to compute and will have less high-frequency detail. + + + Distance at which the screen-space indirect lighting effect starts to fade out. Use this hide screen-space indirect lighting at great distances. + + + Distance at which the screen-space indirect lighting is fully faded out. Use this hide screen-space indirect lighting at great distances. + + + If [code]true[/code], screen-space indirect lighting will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details and may result in some objects appearing to glow at their edges. + + + Sets the quality of the screen-space indirect lighting effect. Higher values take more samples and so will result in better quality, at the cost of performance. Setting to [code]ULTRA[/code] will use the [member rendering/environment/ssil/adaptive_target] setting. + Scales the depth over which the subsurface scattering effect is applied. A high value may allow light to scatter into a part of the mesh or another mesh that is close in screen space but far in depth. diff --git a/doc/classes/RenderingDevice.xml b/doc/classes/RenderingDevice.xml index 442dcc7d18..836db23ced 100644 --- a/doc/classes/RenderingDevice.xml +++ b/doc/classes/RenderingDevice.xml @@ -560,7 +560,8 @@ - + + diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index 86e66a5738..95ddba8c53 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -3967,28 +3967,31 @@ Draws the screen space ambient occlusion texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssao_enabled] set in your [WorldEnvironment]. - + + Draws the screen space indirect lighting texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssil_enabled] set in your [WorldEnvironment]. + + Colors each PSSM split for the [DirectionalLight3D]s in the scene a different color so you can see where the splits are. In order they will be colored red, green, blue, yellow. - + - + - + - + - + - + - + - + - + - + diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index e79cf0d233..1e1db77258 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -378,29 +378,32 @@ Draws the screen-space ambient occlusion texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssao_enabled] set in your [WorldEnvironment]. - + + Draws the screen-space indirect lighting texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssil_enabled] set in your [WorldEnvironment]. + + Colors each PSSM split for the [DirectionalLight3D]s in the scene a different color so you can see where the splits are. In order, they will be colored red, green, blue, and yellow. - + Draws the decal atlas used by [Decal]s and light projector textures in the upper left quadrant of the [Viewport]. - + - + - + - + - + - + - + - + - + The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized. -- cgit v1.2.3