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Merge pull request #54158 from Calinou/decrease-default-soft-shadow-quality

Rémi Verschelde 3 years ago
parent
commit
d2fa379f2b
2 changed files with 4 additions and 4 deletions
  1. 2 2
      doc/classes/ProjectSettings.xml
  2. 2 2
      servers/rendering_server.cpp

+ 2 - 2
doc/classes/ProjectSettings.xml

@@ -1826,7 +1826,7 @@
 		<member name="rendering/shadows/directional_shadow/size.mobile" type="int" setter="" getter="" default="2048">
 		<member name="rendering/shadows/directional_shadow/size.mobile" type="int" setter="" getter="" default="2048">
 			Lower-end override for [member rendering/shadows/directional_shadow/size] on mobile devices, due to performance concerns or driver support.
 			Lower-end override for [member rendering/shadows/directional_shadow/size] on mobile devices, due to performance concerns or driver support.
 		</member>
 		</member>
-		<member name="rendering/shadows/directional_shadow/soft_shadow_quality" type="int" setter="" getter="" default="3">
+		<member name="rendering/shadows/directional_shadow/soft_shadow_quality" type="int" setter="" getter="" default="2">
 			Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy.
 			Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy.
 			[b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance].
 			[b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance].
 			[b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply [i]constant[/i] shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows.
 			[b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply [i]constant[/i] shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows.
@@ -1854,7 +1854,7 @@
 		<member name="rendering/shadows/shadow_atlas/size.mobile" type="int" setter="" getter="" default="2048">
 		<member name="rendering/shadows/shadow_atlas/size.mobile" type="int" setter="" getter="" default="2048">
 			Lower-end override for [member rendering/shadows/shadow_atlas/size] on mobile devices, due to performance concerns or driver support.
 			Lower-end override for [member rendering/shadows/shadow_atlas/size] on mobile devices, due to performance concerns or driver support.
 		</member>
 		</member>
-		<member name="rendering/shadows/shadows/soft_shadow_quality" type="int" setter="" getter="" default="3">
+		<member name="rendering/shadows/shadows/soft_shadow_quality" type="int" setter="" getter="" default="2">
 			Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy.
 			Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy.
 			[b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance].
 			[b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance].
 			[b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows.
 			[b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows.

+ 2 - 2
servers/rendering_server.cpp

@@ -2830,12 +2830,12 @@ RenderingServer::RenderingServer() {
 	GLOBAL_DEF("rendering/shadows/directional_shadow/size", 4096);
 	GLOBAL_DEF("rendering/shadows/directional_shadow/size", 4096);
 	GLOBAL_DEF("rendering/shadows/directional_shadow/size.mobile", 2048);
 	GLOBAL_DEF("rendering/shadows/directional_shadow/size.mobile", 2048);
 	ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/directional_shadow/size", PropertyInfo(Variant::INT, "rendering/shadows/directional_shadow/size", PROPERTY_HINT_RANGE, "256,16384"));
 	ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/directional_shadow/size", PropertyInfo(Variant::INT, "rendering/shadows/directional_shadow/size", PROPERTY_HINT_RANGE, "256,16384"));
-	GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_quality", 3);
+	GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_quality", 2);
 	GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_quality.mobile", 0);
 	GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_quality.mobile", 0);
 	ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/directional_shadow/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/directional_shadow/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Very Low (Faster),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)"));
 	ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/directional_shadow/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/directional_shadow/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Very Low (Faster),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)"));
 	GLOBAL_DEF("rendering/shadows/directional_shadow/16_bits", true);
 	GLOBAL_DEF("rendering/shadows/directional_shadow/16_bits", true);
 
 
-	GLOBAL_DEF("rendering/shadows/shadows/soft_shadow_quality", 3);
+	GLOBAL_DEF("rendering/shadows/shadows/soft_shadow_quality", 2);
 	GLOBAL_DEF("rendering/shadows/shadows/soft_shadow_quality.mobile", 0);
 	GLOBAL_DEF("rendering/shadows/shadows/soft_shadow_quality.mobile", 0);
 	ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/shadows/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/shadows/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Very Low (Faster),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)"));
 	ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/shadows/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/shadows/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Very Low (Faster),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)"));