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Allow changing mipmap LOD bias when FSR 1.0 scaling is not used
Mipmap LOD bias can be useful to improve the appearance of distant textures without increasing anisotropic filtering (or in situations where anisotropic filtering is not effective). `fsr_mipmap_bias` was renamed to `texture_mipmap_bias` accordingly. The property hint now allows for greater precision as well.
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@@ -2743,7 +2743,7 @@ bool RendererSceneRenderRD::_render_buffers_can_be_storage() {
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return true;
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}
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void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) {
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void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) {
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RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
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RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
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@@ -2754,11 +2754,9 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
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p_internal_width = p_width;
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}
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if (p_width != p_internal_width) {
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float fsr_mipmap_bias = -log2f(p_width / p_internal_width) + p_fsr_mipmap_bias;
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material_storage->sampler_rd_configure_custom(fsr_mipmap_bias);
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update_uniform_sets();
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}
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const float texture_mipmap_bias = -log2f(p_width / p_internal_width) + p_texture_mipmap_bias;
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material_storage->sampler_rd_configure_custom(texture_mipmap_bias);
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update_uniform_sets();
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RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
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