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| author | reduz <reduzio@gmail.com> | 2021-01-24 16:00:20 -0300 |
|---|---|---|
| committer | reduz <reduzio@gmail.com> | 2021-01-24 20:17:28 -0300 |
| commit | a9beb7aa8c9e81c57ff4c9753c846bf14c5a1620 (patch) | |
| tree | a171779287d4244f016863f32b5ec3dd106e8d9d /editor/editor_node.cpp | |
| parent | 6fe342478b7203ca36fdbaa34a31618c5bba42ce (diff) | |
| download | redot-engine-a9beb7aa8c9e81c57ff4c9753c846bf14c5a1620.tar.gz | |
Shadow map rendering optimization
-All shadow rendering is done with raster now (no compute)
-All shadow rendering is done by rendering directly to the shadow atlas
-Improved how buffer clearing is done to optimize the above.
-Ability to set shadows as 16 bits.
Diffstat (limited to 'editor/editor_node.cpp')
| -rw-r--r-- | editor/editor_node.cpp | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp index daf7f12033..0daaaf0e62 100644 --- a/editor/editor_node.cpp +++ b/editor/editor_node.cpp @@ -498,6 +498,11 @@ void EditorNode::_notification(int p_what) { float sss_scale = GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_scale"); float sss_depth_scale = GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_depth_scale"); RS::get_singleton()->sub_surface_scattering_set_scale(sss_scale, sss_depth_scale); + + uint32_t directional_shadow_size = GLOBAL_GET("rendering/quality/directional_shadow/size"); + uint32_t directional_shadow_16_bits = GLOBAL_GET("rendering/quality/directional_shadow/16_bits"); + RS::get_singleton()->directional_shadow_atlas_set_size(directional_shadow_size, directional_shadow_16_bits); + RS::ShadowQuality shadows_quality = RS::ShadowQuality(int(GLOBAL_GET("rendering/quality/shadows/soft_shadow_quality"))); RS::get_singleton()->shadows_quality_set(shadows_quality); RS::ShadowQuality directional_shadow_quality = RS::ShadowQuality(int(GLOBAL_GET("rendering/quality/directional_shadow/soft_shadow_quality"))); |
