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Add material debanding for use in Mobile rendering method.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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@@ -154,6 +154,7 @@ private:
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int soft_shadow_samples = 0;
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RS::DecalFilter decals_filter = RS::DECAL_FILTER_LINEAR_MIPMAPS;
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RS::LightProjectorFilter light_projectors_filter = RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS;
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bool material_use_debanding = false;
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/* RENDER BUFFERS */
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@@ -278,6 +279,7 @@ public:
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virtual void decals_set_filter(RS::DecalFilter p_filter) override;
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virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;
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virtual void lightmaps_set_bicubic_filter(bool p_enable) override;
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virtual void material_set_use_debanding(bool p_enable) override;
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_FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const {
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return shadows_quality;
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@@ -328,6 +330,10 @@ public:
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return decals_filter;
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}
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_FORCE_INLINE_ bool material_use_debanding_get() const {
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return material_use_debanding;
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}
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int get_roughness_layers() const;
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bool is_using_radiance_cubemap_array() const;
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