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Improve ubershader compatibility
- Prevent debug enforced use of ubershader on shaders not supporting it - Use unsigned integer for ubershader flags - Add project setting for disabling async shader compilation on mobile - Stop sampling some textures through different kinds of samplers at the same time
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@@ -1294,6 +1294,10 @@
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To reduce loading times after the project has been launched at least once, you can use [code]Asynchronous + Cache[/code]. This also causes the ubershaders to be cached into storage so they can be ready faster next time they are used (provided the platform provides support for it).
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[b]Note:[/b] Asynchronous compilation is currently only supported for spatial (3D) and particle materials/shaders. CanvasItem (2D) shaders will not use asynchronous compilation even if this setting is set to [code]Asynchronous[/code] or [code]Asynchronous + Cache[/code].
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</member>
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<member name="rendering/gles3/shaders/shader_compilation_mode.mobile" type="int" setter="" getter="" default="0">
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An override for [code]rendering/gles3/shaders/shader_compilation_mode[/code], so asynchronous compilation can be disabled for mobile.
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You may want to do that since mobile GPUs generally won't support ubershaders due to their complexity.
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</member>
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<member name="rendering/limits/buffers/blend_shape_max_buffer_size_kb" type="int" setter="" getter="" default="4096">
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Max buffer size for blend shapes. Any blend shape bigger than this will not work.
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</member>
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