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Merge pull request #9195 from mh114/patch-1

Fixed copy-paste error on Decals distance fade

(cherry picked from commit 111d2aeeb0e15ed7f0975d40548d2f2d87538fb6)
Max Hilbrunner 1 year ago
parent
commit
45b083c178
1 changed files with 1 additions and 1 deletions
  1. 1 1
      about/list_of_features.rst

+ 1 - 1
about/list_of_features.rst

@@ -289,7 +289,7 @@ Rendering
 - Does not rely on run-time mesh generation. This means decals can be used on
 - Does not rely on run-time mesh generation. This means decals can be used on
   complex skinned meshes with no performance penalty, even if the decal moves every frame.
   complex skinned meshes with no performance penalty, even if the decal moves every frame.
 - Support for nearest, bilinear, trilinear or anisotropic texture filtering (configured globally).
 - Support for nearest, bilinear, trilinear or anisotropic texture filtering (configured globally).
-- Optional distance fade system to fade distant lights and their shadows, improving performance.
+- Optional distance fade system to fade distant decals, improving performance.
 - When using the Forward+ backend (default on desktop), decals are
 - When using the Forward+ backend (default on desktop), decals are
   rendered with clustered forward optimizations to decrease their individual cost.
   rendered with clustered forward optimizations to decrease their individual cost.
   Clustered rendering also lifts any limits on the number of decals that can be used on a mesh.
   Clustered rendering also lifts any limits on the number of decals that can be used on a mesh.