Use higher shadow filtering quality settings in 3D demos (#1067)

The 3D demos aren't very demanding and Godot has been optimized
a bit since 4.0's release, so we can afford using higher quality
shadow settings for less noisy shadow filtering.

This also tweaks shadow bias to reduce shadow acne in the Voxel demo.

The time slider in the Physical Light and Camera units demo now
allows for more precise adjustments.
This commit is contained in:
Hugo Locurcio
2024-06-06 22:11:18 +02:00
committed by GitHub
parent fad6cc2e1b
commit 785e3213d5
24 changed files with 30 additions and 6 deletions

View File

@@ -35,8 +35,7 @@ common/physics_ticks_per_second=120
[rendering]
renderer/rendering_method="mobile"
lights_and_shadows/directional_shadow/size=2048
lights_and_shadows/directional_shadow/size.mobile=1024
lights_and_shadows/directional_shadow/soft_shadow_filter_quality=3
textures/default_filters/anisotropic_filtering_level=4
anti_aliasing/quality/msaa_3d=2
lights_and_shadows/positional_shadow/atlas_size=2048

View File

@@ -239,7 +239,7 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 3, 7)
[node name="GPUParticles3D" type="GPUParticles3D" parent="Move"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 13, 0)
amount = 1000
amount = 500
lifetime = 3.0
fixed_fps = 0
interpolate = false