mirror of
				https://github.com/godotengine/godot.git
				synced 2025-10-31 21:51:22 +00:00 
			
		
		
		
	Merge pull request #54158 from Calinou/decrease-default-soft-shadow-quality
This commit is contained in:
		
						commit
						d2fa379f2b
					
				
					 2 changed files with 4 additions and 4 deletions
				
			
		|  | @ -1826,7 +1826,7 @@ | ||||||
| 		<member name="rendering/shadows/directional_shadow/size.mobile" type="int" setter="" getter="" default="2048"> | 		<member name="rendering/shadows/directional_shadow/size.mobile" type="int" setter="" getter="" default="2048"> | ||||||
| 			Lower-end override for [member rendering/shadows/directional_shadow/size] on mobile devices, due to performance concerns or driver support. | 			Lower-end override for [member rendering/shadows/directional_shadow/size] on mobile devices, due to performance concerns or driver support. | ||||||
| 		</member> | 		</member> | ||||||
| 		<member name="rendering/shadows/directional_shadow/soft_shadow_quality" type="int" setter="" getter="" default="3"> | 		<member name="rendering/shadows/directional_shadow/soft_shadow_quality" type="int" setter="" getter="" default="2"> | ||||||
| 			Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy. | 			Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy. | ||||||
| 			[b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance]. | 			[b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance]. | ||||||
| 			[b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply [i]constant[/i] shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows. | 			[b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply [i]constant[/i] shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows. | ||||||
|  | @ -1854,7 +1854,7 @@ | ||||||
| 		<member name="rendering/shadows/shadow_atlas/size.mobile" type="int" setter="" getter="" default="2048"> | 		<member name="rendering/shadows/shadow_atlas/size.mobile" type="int" setter="" getter="" default="2048"> | ||||||
| 			Lower-end override for [member rendering/shadows/shadow_atlas/size] on mobile devices, due to performance concerns or driver support. | 			Lower-end override for [member rendering/shadows/shadow_atlas/size] on mobile devices, due to performance concerns or driver support. | ||||||
| 		</member> | 		</member> | ||||||
| 		<member name="rendering/shadows/shadows/soft_shadow_quality" type="int" setter="" getter="" default="3"> | 		<member name="rendering/shadows/shadows/soft_shadow_quality" type="int" setter="" getter="" default="2"> | ||||||
| 			Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy. | 			Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy. | ||||||
| 			[b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance]. | 			[b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance]. | ||||||
| 			[b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows. | 			[b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows. | ||||||
|  |  | ||||||
|  | @ -2830,12 +2830,12 @@ RenderingServer::RenderingServer() { | ||||||
| 	GLOBAL_DEF("rendering/shadows/directional_shadow/size", 4096); | 	GLOBAL_DEF("rendering/shadows/directional_shadow/size", 4096); | ||||||
| 	GLOBAL_DEF("rendering/shadows/directional_shadow/size.mobile", 2048); | 	GLOBAL_DEF("rendering/shadows/directional_shadow/size.mobile", 2048); | ||||||
| 	ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/directional_shadow/size", PropertyInfo(Variant::INT, "rendering/shadows/directional_shadow/size", PROPERTY_HINT_RANGE, "256,16384")); | 	ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/directional_shadow/size", PropertyInfo(Variant::INT, "rendering/shadows/directional_shadow/size", PROPERTY_HINT_RANGE, "256,16384")); | ||||||
| 	GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_quality", 3); | 	GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_quality", 2); | ||||||
| 	GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_quality.mobile", 0); | 	GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_quality.mobile", 0); | ||||||
| 	ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/directional_shadow/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/directional_shadow/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Very Low (Faster),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)")); | 	ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/directional_shadow/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/directional_shadow/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Very Low (Faster),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)")); | ||||||
| 	GLOBAL_DEF("rendering/shadows/directional_shadow/16_bits", true); | 	GLOBAL_DEF("rendering/shadows/directional_shadow/16_bits", true); | ||||||
| 
 | 
 | ||||||
| 	GLOBAL_DEF("rendering/shadows/shadows/soft_shadow_quality", 3); | 	GLOBAL_DEF("rendering/shadows/shadows/soft_shadow_quality", 2); | ||||||
| 	GLOBAL_DEF("rendering/shadows/shadows/soft_shadow_quality.mobile", 0); | 	GLOBAL_DEF("rendering/shadows/shadows/soft_shadow_quality.mobile", 0); | ||||||
| 	ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/shadows/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/shadows/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Very Low (Faster),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)")); | 	ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/shadows/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/shadows/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Very Low (Faster),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)")); | ||||||
| 
 | 
 | ||||||
|  |  | ||||||
		Loading…
	
	Add table
		Add a link
		
	
		Reference in a new issue
	
	 Rémi Verschelde
						Rémi Verschelde