You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-21 14:57:09 +00:00
Add a debanding property to Viewport
It can be enabled in the Project Settings (`rendering/quality/screen_filters/use_debanding`). It's disabled by default as it has a small performance impact and can make PNG screenshots much larger (due to how dithering works). It will also slightly brighten the scene's dark areas. As a result, it should be enabled only when banding is noticeable enough. This closes #17006.
This commit is contained in:
@@ -2447,12 +2447,14 @@ void Node3DEditorViewport::_notification(int p_what) {
|
||||
subviewport_container->set_stretch_shrink(shrink ? 2 : 1);
|
||||
}
|
||||
|
||||
//update msaa if changed
|
||||
// Update MSAA, screen-space AA and debanding if changed
|
||||
|
||||
int msaa_mode = ProjectSettings::get_singleton()->get("rendering/quality/screen_filters/msaa");
|
||||
const int msaa_mode = ProjectSettings::get_singleton()->get("rendering/quality/screen_filters/msaa");
|
||||
viewport->set_msaa(Viewport::MSAA(msaa_mode));
|
||||
int ssaa_mode = GLOBAL_GET("rendering/quality/screen_filters/screen_space_aa");
|
||||
const int ssaa_mode = GLOBAL_GET("rendering/quality/screen_filters/screen_space_aa");
|
||||
viewport->set_screen_space_aa(Viewport::ScreenSpaceAA(ssaa_mode));
|
||||
const bool use_debanding = GLOBAL_GET("rendering/quality/screen_filters/use_debanding");
|
||||
viewport->set_use_debanding(use_debanding);
|
||||
|
||||
bool show_info = view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(VIEW_INFORMATION));
|
||||
if (show_info != info_label->is_visible()) {
|
||||
|
||||
Reference in New Issue
Block a user