Improve documentation pertaining to shadow atlas sizes

This partially addresses #27650.
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Hugo Locurcio 2019-09-04 23:32:46 +02:00
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If [code]true[/code], performs a previous depth pass before rendering materials. This increases performance in scenes with high overdraw, when complex materials and lighting are used.
</member>
<member name="rendering/quality/directional_shadow/size" type="int" setter="" getter="" default="4096">
The directional shadow's size in pixels. Higher values will result in sharper shadows, at the cost of performance.
The directional shadow's size in pixels. Higher values will result in sharper shadows, at the cost of performance. The value will be rounded up to the nearest power of 2.
</member>
<member name="rendering/quality/directional_shadow/size.mobile" type="int" setter="" getter="" default="2048">
</member>

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The subdivision amount of fourth quadrant on shadow atlas.
</member>
<member name="shadow_atlas_size" type="int" setter="set_shadow_atlas_size" getter="get_shadow_atlas_size" default="0">
The resolution of shadow atlas. Both width and height is equal to one value.
The shadow atlas' resolution (used for omni and spot lights). The value will be rounded up to the nearest power of 2.
[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-created viewports default to a value of 0, this value must be set above 0 manually.
</member>
<member name="size" type="Vector2" setter="set_size" getter="get_size" default="Vector2( 0, 0 )">
The width and height of viewport.

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<argument index="1" name="size" type="int">
</argument>
<description>
Sets the size of the shadow atlas's images.
Sets the size of the shadow atlas's images (used for omni and spot lights). The value will be rounded up to the nearest power of 2.
</description>
</method>
<method name="viewport_set_size">