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Use negative mipmap LOD bias for sub-native bilinear 3D scale
This provides a benefit similar to FSR 1.0 (greater texture sharpness at the cost of some graininess at sub-native resolution scales), but without the added performance cost of FSR 1.0.
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@@ -138,7 +138,11 @@ void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
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p_viewport->internal_size = Size2(render_width, render_height);
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RSG::scene->render_buffers_configure(p_viewport->render_buffers, p_viewport->render_target, render_width, render_height, width, height, p_viewport->fsr_sharpness, p_viewport->texture_mipmap_bias, p_viewport->msaa, p_viewport->screen_space_aa, p_viewport->use_taa, p_viewport->use_debanding, p_viewport->get_view_count());
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// At resolution scales lower than 1.0, use negative texture mipmap bias
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// to compensate for the loss of sharpness.
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const float texture_mipmap_bias = log2f(MIN(scaling_3d_scale, 1.0)) + p_viewport->texture_mipmap_bias;
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RSG::scene->render_buffers_configure(p_viewport->render_buffers, p_viewport->render_target, render_width, render_height, width, height, p_viewport->fsr_sharpness, texture_mipmap_bias, p_viewport->msaa, p_viewport->screen_space_aa, p_viewport->use_taa, p_viewport->use_debanding, p_viewport->get_view_count());
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}
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}
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}
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