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Merge pull request #82584 from lawnjelly/lightcull_23
[3.x] Shadow volume culling and tighter shadow caster culling
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@@ -1813,6 +1813,11 @@
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<member name="rendering/quality/shadow_atlas/size.mobile" type="int" setter="" getter="" default="2048">
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Lower-end override for [member rendering/quality/shadow_atlas/size] on mobile devices, due to performance concerns or driver support.
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</member>
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<member name="rendering/quality/shadows/caster_culling" type="bool" setter="" getter="" default="true">
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If [code]true[/code], items that cannot cast shadows into the view frustum will not be rendered into shadow maps.
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This can increase performance.
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[b]Note:[/b] This setting only takes effect when [member rendering/quality/shadows/light_culling] is also [code]true[/code].
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</member>
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<member name="rendering/quality/shadows/filter_mode" type="int" setter="" getter="" default="1">
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Shadow filter mode. Higher-quality settings result in smoother shadows that flicker less when moving. "Disabled" is the fastest option, but also has the lowest quality. "PCF5" is smoother but is also slower. "PCF13" is the smoothest option, but is also the slowest.
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[b]Note:[/b] When using the GLES2 backend, the "PCF13" option actually uses 16 samples to emulate linear filtering in the shader. This results in a shadow appearance similar to the one produced by the GLES3 backend.
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@@ -1820,6 +1825,10 @@
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<member name="rendering/quality/shadows/filter_mode.mobile" type="int" setter="" getter="" default="0">
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Lower-end override for [member rendering/quality/shadows/filter_mode] on mobile devices, due to performance concerns or driver support.
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</member>
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<member name="rendering/quality/shadows/light_culling" type="bool" setter="" getter="" default="true">
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If [code]true[/code], prevents shadows from rendering for lights that do not intersect the view frustum.
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This can increase performance.
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</member>
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<member name="rendering/quality/skinning/force_software_skinning" type="bool" setter="" getter="" default="false">
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Forces [MeshInstance] to always perform skinning on the CPU (applies to both GLES2 and GLES3).
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See also [member rendering/quality/skinning/software_skinning_fallback].
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