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Update 3D rendering limitations to mention Use Debanding project setting (#4646)

(cherry picked from commit db60a7e046324b1a0562bb94294335458702ecad)
Hugo Locurcio 4 anos atrás
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1 arquivos alterados com 11 adições e 7 exclusões
  1. 11 7
      tutorials/3d/3d_rendering_limitations.rst

+ 11 - 7
tutorials/3d/3d_rendering_limitations.rst

@@ -32,13 +32,17 @@ so it can be displayed on the screen. This can result in visible banding,
 especially when using untextured materials. This can also be seen in 2D projects
 especially when using untextured materials. This can also be seen in 2D projects
 when using smooth gradient textures.
 when using smooth gradient textures.
 
 
-There are several ways to alleviate banding. Here are a few examples:
-
-- Bake some noise into your textures. This is mainly effective in 2D, e.g. for
-  vignetting effects.
-- Implement a debanding shader as a :ref:`screen-reading shader <doc_screen-reading_shaders>`.
-  Godot currently doesn't provide a built-in debanding shader, but this may be
-  added in a future release.
+There are two main ways to alleviate banding:
+
+- Enable **Use Debanding** in the Project Settings. This applies a
+  fullscreen debanding shader as a post-processing effect and is very cheap.
+  Fullscreen debanding is only supported when using the GLES3 or Vulkan renderers.
+  It also requires HDR to be enabled in the Project Settings (which is the default).
+- Alternatively, bake some noise into your textures. This is mainly effective in 2D,
+  e.g. for vignetting effects. In 3D, you can also use a
+  `custom debanding shader <https://github.com/fractilegames/godot-gles2-debanding-material>`__
+  to be applied on your *materials*. This technique works even if your project is
+  rendered in LDR, which means it will work when using the GLES2 renderer.
 
 
 .. seealso::
 .. seealso::