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@@ -9782,10 +9782,12 @@ If ``true``, vertices of :ref:`CanvasItem<class_CanvasItem>` nodes will snap to
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:ref:`int<class_int>` **rendering/anti_aliasing/quality/msaa_2d** = ``0`` :ref:`🔗<class_ProjectSettings_property_rendering/anti_aliasing/quality/msaa_2d>`
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-Sets the number of MSAA samples to use for 2D/Canvas rendering (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware, especially integrated graphics due to their limited memory bandwidth. This has no effect on shader-induced aliasing or texture aliasing.
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+Sets the number of multisample antialiasing (MSAA) samples to use for 2D/Canvas rendering (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware, especially integrated graphics due to their limited memory bandwidth. This has no effect on shader-induced aliasing or texture aliasing.
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\ **Note:** MSAA is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
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+\ **Note:** This property is only read when the project starts. To set the number of 2D MSAA samples at runtime, set :ref:`Viewport.msaa_2d<class_Viewport_property_msaa_2d>` or use :ref:`RenderingServer.viewport_set_msaa_2d<class_RenderingServer_method_viewport_set_msaa_2d>`.
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.. rst-class:: classref-item-separator
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----
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@@ -9796,7 +9798,9 @@ Sets the number of MSAA samples to use for 2D/Canvas rendering (as a power of tw
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:ref:`int<class_int>` **rendering/anti_aliasing/quality/msaa_3d** = ``0`` :ref:`🔗<class_ProjectSettings_property_rendering/anti_aliasing/quality/msaa_3d>`
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-Sets the number of MSAA samples to use for 3D rendering (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware, especially integrated graphics due to their limited memory bandwidth. See also :ref:`rendering/scaling_3d/mode<class_ProjectSettings_property_rendering/scaling_3d/mode>` for supersampling, which provides higher quality but is much more expensive. This has no effect on shader-induced aliasing or texture aliasing.
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+Sets the number of multisample antialiasing (MSAA) samples to use for 3D rendering (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware, especially integrated graphics due to their limited memory bandwidth. See also :ref:`rendering/scaling_3d/mode<class_ProjectSettings_property_rendering/scaling_3d/mode>` for supersampling, which provides higher quality but is much more expensive. This has no effect on shader-induced aliasing or texture aliasing.
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+\ **Note:** This property is only read when the project starts. To set the number of 3D MSAA samples at runtime, set :ref:`Viewport.msaa_3d<class_Viewport_property_msaa_3d>` or use :ref:`RenderingServer.viewport_set_msaa_3d<class_RenderingServer_method_viewport_set_msaa_3d>`.
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.. rst-class:: classref-item-separator
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@@ -9814,6 +9818,8 @@ Another way to combat specular aliasing is to enable :ref:`rendering/anti_aliasi
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\ **Note:** Screen-space antialiasing is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
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+\ **Note:** This property is only read when the project starts. To set the screen-space antialiasing mode at runtime, set :ref:`Viewport.screen_space_aa<class_Viewport_property_screen_space_aa>` on the root :ref:`Viewport<class_Viewport>` instead, or use :ref:`RenderingServer.viewport_set_screen_space_aa<class_RenderingServer_method_viewport_set_screen_space_aa>`.
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@@ -9828,7 +9834,7 @@ If ``true``, uses a fast post-processing filter to make banding significantly le
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In some cases, debanding may introduce a slightly noticeable dithering pattern. It's recommended to enable debanding only when actually needed since the dithering pattern will make lossless-compressed screenshots larger.
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-\ **Note:** This property is only read when the project starts. To set debanding at run-time, set :ref:`Viewport.use_debanding<class_Viewport_property_use_debanding>` on the root :ref:`Viewport<class_Viewport>` instead.
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+\ **Note:** This property is only read when the project starts. To set debanding at runtime, set :ref:`Viewport.use_debanding<class_Viewport_property_use_debanding>` on the root :ref:`Viewport<class_Viewport>` instead, or use :ref:`RenderingServer.viewport_set_use_debanding<class_RenderingServer_method_viewport_set_use_debanding>`.
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@@ -9840,12 +9846,14 @@ In some cases, debanding may introduce a slightly noticeable dithering pattern.
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:ref:`bool<class_bool>` **rendering/anti_aliasing/quality/use_taa** = ``false`` :ref:`🔗<class_ProjectSettings_property_rendering/anti_aliasing/quality/use_taa>`
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-Enables Temporal Anti-Aliasing for the default screen :ref:`Viewport<class_Viewport>`. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion. Enabling TAA can make the image blurrier, which is partially counteracted by automatically using a negative mipmap LOD bias (see :ref:`rendering/textures/default_filters/texture_mipmap_bias<class_ProjectSettings_property_rendering/textures/default_filters/texture_mipmap_bias>`).
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+Enables temporal antialiasing for the default screen :ref:`Viewport<class_Viewport>`. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion. Enabling TAA can make the image blurrier, which is partially counteracted by automatically using a negative mipmap LOD bias (see :ref:`rendering/textures/default_filters/texture_mipmap_bias<class_ProjectSettings_property_rendering/textures/default_filters/texture_mipmap_bias>`).
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\ **Note:** The implementation is not complete yet. Some visual instances such as particles and skinned meshes may show ghosting artifacts in motion.
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\ **Note:** TAA is only supported in the Forward+ rendering method, not Mobile or Compatibility.
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+\ **Note:** This property is only read when the project starts. To set TAA at runtime, set :ref:`Viewport.use_taa<class_Viewport_property_use_taa>` on the root :ref:`Viewport<class_Viewport>` instead, or use :ref:`RenderingServer.viewport_set_use_taa<class_RenderingServer_method_viewport_set_use_taa>`.
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@@ -11780,9 +11788,9 @@ If ``true``, the GPU texture compressor will cache the local RenderingDevice and
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If ``true``, the texture importer will utilize the GPU for compressing textures, improving the import time of large images.
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-\ **Note:** This setting requires either Vulkan or D3D12 available as a rendering backend.
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+\ **Note:** This only functions on a device which supports either Vulkan, D3D12, or Metal available as a rendering backend.
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-\ **Note:** Currently this only affects BC1 and BC6H compression, which are used on Desktop and Console for fully opaque and HDR images respectively.
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+\ **Note:** Currently this only affects certain compressed formats (BC1, BC4, and BC6), all of which are exclusive to desktop platforms and consoles.
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.. rst-class:: classref-item-separator
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