You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-07 12:30:27 +00:00
Add a Viewport property to use full floating-point precision in HDR
This is only available on the GLES3 backend. This can be useful for advanced shaders, but it should generally not be enabled otherwise as full precision has a performance cost. For general-purpose rendering, the built-in debanding filter should be used to reduce banding instead.
This commit is contained in:
@@ -2520,9 +2520,12 @@ void SpatialEditorViewport::_notification(int p_what) {
|
||||
float sharpen_intensity = ProjectSettings::get_singleton()->get("rendering/quality/filters/sharpen_intensity");
|
||||
viewport->set_sharpen_intensity(sharpen_intensity);
|
||||
|
||||
bool hdr = ProjectSettings::get_singleton()->get("rendering/quality/depth/hdr");
|
||||
const bool hdr = ProjectSettings::get_singleton()->get("rendering/quality/depth/hdr");
|
||||
viewport->set_hdr(hdr);
|
||||
|
||||
const bool use_32_bpc_depth = ProjectSettings::get_singleton()->get("rendering/quality/depth/use_32_bpc_depth");
|
||||
viewport->set_use_32_bpc_depth(use_32_bpc_depth);
|
||||
|
||||
bool show_info = view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(VIEW_INFORMATION));
|
||||
info_label->set_visible(show_info);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user