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Shadow map rendering optimization
-All shadow rendering is done with raster now (no compute) -All shadow rendering is done by rendering directly to the shadow atlas -Improved how buffer clearing is done to optimize the above. -Ability to set shadows as 16 bits.
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@@ -498,6 +498,11 @@ void EditorNode::_notification(int p_what) {
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float sss_scale = GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_scale");
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float sss_depth_scale = GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_depth_scale");
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RS::get_singleton()->sub_surface_scattering_set_scale(sss_scale, sss_depth_scale);
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uint32_t directional_shadow_size = GLOBAL_GET("rendering/quality/directional_shadow/size");
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uint32_t directional_shadow_16_bits = GLOBAL_GET("rendering/quality/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/quality/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/quality/directional_shadow/soft_shadow_quality")));
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