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@@ -1397,10 +1397,12 @@
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Lower-end override for [member rendering/quality/shading/force_lambert_over_burley] on mobile devices, due to performance concerns or driver support.
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Lower-end override for [member rendering/quality/shading/force_lambert_over_burley] on mobile devices, due to performance concerns or driver support.
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</member>
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</member>
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<member name="rendering/quality/shading/force_vertex_shading" type="bool" setter="" getter="" default="false">
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<member name="rendering/quality/shading/force_vertex_shading" type="bool" setter="" getter="" default="false">
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- If [code]true[/code], forces vertex shading for all rendering. This can increase performance a lot, but also reduces quality immensely. Can be used to optimize performance on low-end mobile devices.
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+ If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and [ShaderMaterial] rendering. This can be used to improve performance on low-end mobile devices. The downside is that shading becomes much less accurate, with visible linear interpolation between vertices that are joined together. This can be compensated by ensuring meshes have a sufficient level of subdivision (but not too much, to avoid reducing performance). Some material features are also not supported when vertex shading is enabled.
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+ See also [member SpatialMaterial.flags_vertex_lighting] which can be used to enable vertex shading on specific materials only.
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+ [b]Note:[/b] This setting does not affect unshaded materials.
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</member>
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</member>
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<member name="rendering/quality/shading/force_vertex_shading.mobile" type="bool" setter="" getter="" default="true">
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<member name="rendering/quality/shading/force_vertex_shading.mobile" type="bool" setter="" getter="" default="true">
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- Lower-end override for [member rendering/quality/shading/force_vertex_shading] on mobile devices, due to performance concerns or driver support.
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+ Lower-end override for [member rendering/quality/shading/force_vertex_shading] on mobile devices, due to performance concerns or driver support. If lighting looks broken after exporting the project to a mobile platform, try disabling this setting.
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</member>
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</member>
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<member name="rendering/quality/shading/use_physical_light_attenuation" type="bool" setter="" getter="" default="false">
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<member name="rendering/quality/shading/use_physical_light_attenuation" type="bool" setter="" getter="" default="false">
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If [code]true[/code], enables new physical light attenuation for [OmniLight]s and [SpotLight]s. This results in more realistic lighting appearance with a very small performance cost. When physical light attenuation is enabled, lights will appear to be darker as a result of the new attenuation formula. This can be compensated by adjusting the lights' energy or attenuation values.
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If [code]true[/code], enables new physical light attenuation for [OmniLight]s and [SpotLight]s. This results in more realistic lighting appearance with a very small performance cost. When physical light attenuation is enabled, lights will appear to be darker as a result of the new attenuation formula. This can be compensated by adjusting the lights' energy or attenuation values.
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