1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-04 12:00:25 +00:00

Add material debanding for use in Mobile rendering method.

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
This commit is contained in:
Allen Pestaluky
2022-03-07 18:29:40 +01:00
parent 9a5d6d1049
commit bd9d1bf070
20 changed files with 85 additions and 14 deletions

View File

@@ -154,6 +154,7 @@ private:
int soft_shadow_samples = 0;
RS::DecalFilter decals_filter = RS::DECAL_FILTER_LINEAR_MIPMAPS;
RS::LightProjectorFilter light_projectors_filter = RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS;
bool material_use_debanding = false;
/* RENDER BUFFERS */
@@ -278,6 +279,7 @@ public:
virtual void decals_set_filter(RS::DecalFilter p_filter) override;
virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;
virtual void lightmaps_set_bicubic_filter(bool p_enable) override;
virtual void material_set_use_debanding(bool p_enable) override;
_FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const {
return shadows_quality;
@@ -328,6 +330,10 @@ public:
return decals_filter;
}
_FORCE_INLINE_ bool material_use_debanding_get() const {
return material_use_debanding;
}
int get_roughness_layers() const;
bool is_using_radiance_cubemap_array() const;