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Rename soft shadow quality project settings for easier searching
`rendering/quality/shadows` is now `rendering/quality/positional_shadow` to explicitly denote that the settings only affect positional light shadows, not directional light shadows. Shadow atlas settings now contain the word "atlas" for easier searching. Soft shadow quality settings were renamed to contain the word "filter". This makes the settings appear when searching for "filter" in the project settings dialog, like in Godot 3.x.
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@@ -512,10 +512,10 @@ void EditorNode::_update_from_settings() {
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uint32_t directional_shadow_16_bits = GLOBAL_GET("rendering/shadows/directional_shadow/16_bits");
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RS::get_singleton()->directional_shadow_atlas_set_size(directional_shadow_size, directional_shadow_16_bits);
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RS::ShadowQuality shadows_quality = RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/shadows/soft_shadow_quality")));
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RS::get_singleton()->shadows_quality_set(shadows_quality);
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RS::ShadowQuality directional_shadow_quality = RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/directional_shadow/soft_shadow_quality")));
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RS::get_singleton()->directional_shadow_quality_set(directional_shadow_quality);
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RS::ShadowQuality shadows_quality = RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/positional_shadow/soft_shadow_filter_quality")));
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RS::get_singleton()->positional_soft_shadow_filter_set_quality(shadows_quality);
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RS::ShadowQuality directional_shadow_quality = RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/directional_shadow/soft_shadow_filter_quality")));
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RS::get_singleton()->directional_soft_shadow_filter_set_quality(directional_shadow_quality);
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float probe_update_speed = GLOBAL_GET("rendering/lightmapping/probe_capture/update_speed");
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RS::get_singleton()->lightmap_set_probe_capture_update_speed(probe_update_speed);
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RS::EnvironmentSDFGIFramesToConverge frames_to_converge = RS::EnvironmentSDFGIFramesToConverge(int(GLOBAL_GET("rendering/global_illumination/sdfgi/frames_to_converge")));
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