You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-05 12:10:55 +00:00
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.
This commit is contained in:
@@ -3176,7 +3176,7 @@ void RendererSceneRenderRD::sub_surface_scattering_set_scale(float p_scale, floa
|
||||
sss_depth_scale = p_depth_scale;
|
||||
}
|
||||
|
||||
void RendererSceneRenderRD::shadows_quality_set(RS::ShadowQuality p_quality) {
|
||||
void RendererSceneRenderRD::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
|
||||
ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
|
||||
|
||||
if (shadows_quality != p_quality) {
|
||||
@@ -3223,7 +3223,7 @@ void RendererSceneRenderRD::shadows_quality_set(RS::ShadowQuality p_quality) {
|
||||
_update_shader_quality_settings();
|
||||
}
|
||||
|
||||
void RendererSceneRenderRD::directional_shadow_quality_set(RS::ShadowQuality p_quality) {
|
||||
void RendererSceneRenderRD::directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
|
||||
ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
|
||||
|
||||
if (directional_shadow_quality != p_quality) {
|
||||
@@ -5960,8 +5960,8 @@ void fog() {
|
||||
directional_soft_shadow_kernel = memnew_arr(float, 128);
|
||||
penumbra_shadow_kernel = memnew_arr(float, 128);
|
||||
soft_shadow_kernel = memnew_arr(float, 128);
|
||||
shadows_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/shadows/soft_shadow_quality"))));
|
||||
directional_shadow_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/directional_shadow/soft_shadow_quality"))));
|
||||
positional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/positional_shadow/soft_shadow_filter_quality"))));
|
||||
directional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/directional_shadow/soft_shadow_filter_quality"))));
|
||||
|
||||
environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));
|
||||
environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));
|
||||
|
||||
Reference in New Issue
Block a user