mirror of
https://github.com/godotengine/godot.git
synced 2026-01-03 18:11:19 +03:00
Add a debanding property to Viewport for GLES3
It can be enabled in the Project Settings (`rendering/quality/filters/use_debanding`). It's disabled by default as it has a small performance impact and can make PNG screenshots much larger (due to how dithering works). As a result, it should be enabled only when banding is noticeable enough. Since debanding requires a HDR viewport to work, it's only supported in the GLES3 backend.
This commit is contained in:
@@ -4231,6 +4231,18 @@
|
||||
If [code]true[/code], the viewport uses augmented or virtual reality technologies. See [ARVRInterface].
|
||||
</description>
|
||||
</method>
|
||||
<method name="viewport_set_use_debanding">
|
||||
<return type="void">
|
||||
</return>
|
||||
<argument index="0" name="viewport" type="RID">
|
||||
</argument>
|
||||
<argument index="1" name="debanding" type="bool">
|
||||
</argument>
|
||||
<description>
|
||||
If [code]true[/code], uses a fast post-processing filter to make banding significantly less visible. 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.
|
||||
[b]Note:[/b] Only available on the GLES3 backend. [member Viewport.hdr] must also be [code]true[/code] for debanding to be effective.
|
||||
</description>
|
||||
</method>
|
||||
<method name="viewport_set_use_fxaa">
|
||||
<return type="void">
|
||||
</return>
|
||||
|
||||
Reference in New Issue
Block a user