From b06890c2b7f142de81a0d6f3623a7538bfc36fd0 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio <hugo.locurcio@hugo.pro> Date: Wed, 10 Aug 2022 17:16:02 +0200 Subject: Use negative mipmap LOD bias for sub-native bilinear 3D scale This provides a benefit similar to FSR 1.0 (greater texture sharpness at the cost of some graininess at sub-native resolution scales), but without the added performance cost of FSR 1.0. --- servers/rendering/renderer_rd/renderer_scene_render_rd.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'servers/rendering/renderer_rd/renderer_scene_render_rd.cpp') diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index 13f8d1ab75..6c219933b0 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -2459,8 +2459,7 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p p_internal_width = p_width; } - const float texture_mipmap_bias = -log2f(p_width / p_internal_width) + p_texture_mipmap_bias; - material_storage->sampler_rd_configure_custom(texture_mipmap_bias); + material_storage->sampler_rd_configure_custom(p_texture_mipmap_bias); update_uniform_sets(); RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); -- cgit v1.2.3