Merge pull request #95381 from tetrapod00/time-rollover-description
Document shader time rollover project setting
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<member name="rendering/limits/spatial_indexer/update_iterations_per_frame" type="int" setter="" getter="" default="10">
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</member>
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<member name="rendering/limits/time/time_rollover_secs" type="float" setter="" getter="" default="3600">
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Maximum time (in seconds) before the [code]TIME[/code] shader built-in variable rolls over. The [code]TIME[/code] variable increments by [code]delta[/code] each frame, and when it exceeds this value, it rolls over to [code]0.0[/code]. Since large floating-point values are less precise than small floating-point values, this should be set as low as possible to maximize the precision of the [code]TIME[/code] built-in variable in shaders. This is especially important on mobile platforms where precision in shaders is significantly reduced. However, if this is set too low, shader animations may appear to restart from the beginning while the project is running.
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On desktop platforms, values below [code]4096[/code] are recommended, ideally below [code]2048[/code]. On mobile platforms, values below [code]64[/code] are recommended, ideally below [code]32[/code].
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</member>
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<member name="rendering/mesh_lod/lod_change/threshold_pixels" type="float" setter="" getter="" default="1.0">
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The automatic LOD bias to use for meshes rendered within the [ReflectionProbe]. Higher values will use less detailed versions of meshes that have LOD variations generated. If set to [code]0.0[/code], automatic LOD is disabled. Increase [member rendering/mesh_lod/lod_change/threshold_pixels] to improve performance at the cost of geometry detail.
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