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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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@@ -166,8 +166,8 @@ public:
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virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) = 0;
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virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) = 0;
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virtual void shadows_quality_set(RS::ShadowQuality p_quality) = 0;
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virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality) = 0;
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virtual void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) = 0;
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virtual void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) = 0;
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virtual RID light_instance_create(RID p_light) = 0;
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virtual void light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) = 0;
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