Merge pull request #58470 from Calinou/doc-glow-mobile
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</member>
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<member name="glow_enabled" type="bool" setter="set_glow_enabled" getter="is_glow_enabled" default="false">
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If [code]true[/code], the glow effect is enabled.
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[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] by default, so its [code].mobile[/code] override needs to be changed to [b]3D[/b].
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[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by default for performance reasons. This means glow will only be visible if [member glow_hdr_threshold] is decreased below [code]1.0[/code] or if [member glow_bloom] is increased above [code]0.0[/code]. Also consider increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to behave on mobile like it does on desktop (at a performance cost), enable [member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] override.
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</member>
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<member name="glow_hdr_luminance_cap" type="float" setter="set_glow_hdr_luminance_cap" getter="get_glow_hdr_luminance_cap" default="12.0">
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The higher threshold of the HDR glow. Areas brighter than this threshold will be clamped for the purposes of the glow effect.
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@ -1369,11 +1369,12 @@
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[b]Note:[/b] Generally you should only use this option if you encounter bugs when it is set to [code]false[/code], i.e. there are problems with the default method.
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</member>
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<member name="rendering/quality/depth/hdr" type="bool" setter="" getter="" default="true">
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If [code]true[/code], allocates the root [Viewport]'s framebuffer with high dynamic range. High dynamic range allows the use of [Color] values greater than 1.
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If [code]true[/code], allocates the root [Viewport]'s framebuffer with high dynamic range. High dynamic range allows the use of [Color] values greater than 1. This must be set to [code]true[/code] for glow rendering to work if [member Environment.glow_hdr_threshold] is greater than or equal to [code]1.0[/code].
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[b]Note:[/b] Only available on the GLES3 backend.
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</member>
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<member name="rendering/quality/depth/hdr.mobile" type="bool" setter="" getter="" default="false">
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Lower-end override for [member rendering/quality/depth/hdr] on mobile devices, due to performance concerns or driver support.
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Lower-end override for [member rendering/quality/depth/hdr] on mobile devices, due to performance concerns or driver support. This must be set to [code]true[/code] for glow rendering to work if [member Environment.glow_hdr_threshold] is greater than or equal to [code]1.0[/code].
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[b]Note:[/b] Only available on the GLES3 backend.
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</member>
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<member name="rendering/quality/depth/use_32_bpc_depth" type="bool" setter="" getter="" default="false">
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If [code]true[/code], allocates the root [Viewport]'s framebuffer with full floating-point precision (32-bit) instead of half floating-point precision (16-bit). Only effective when [member rendering/quality/depth/hdr] is also enabled.
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@ -1422,7 +1423,7 @@
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If [code]true[/code], uses nearest-neighbor mipmap filtering when using mipmaps (also called "bilinear filtering"), which will result in visible seams appearing between mipmap stages. This may increase performance in mobile as less memory bandwidth is used. If [code]false[/code], linear mipmap filtering (also called "trilinear filtering") is used.
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</member>
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<member name="rendering/quality/intended_usage/framebuffer_allocation" type="int" setter="" getter="" default="2">
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Strategy used for framebuffer allocation. The simpler it is, the less resources it uses (but the less features it supports). If set to "2D Without Sampling" or "3D Without Effects", sample buffers will not be allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/code] will not be available in shaders and post-processing effects will not be available in the [Environment].
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Strategy used for framebuffer allocation. The simpler it is, the less resources it uses (but the less features it supports). If set to "2D Without Sampling" or "3D Without Effects", sample buffers will not be allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/code] will not be available in shaders and post-processing effects such as glow will not be available in [Environment].
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</member>
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<member name="rendering/quality/intended_usage/framebuffer_allocation.mobile" type="int" setter="" getter="" default="3">
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Lower-end override for [member rendering/quality/intended_usage/framebuffer_allocation] on mobile devices, due to performance concerns or driver support.
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