Rename soft shadow quality project settings for easier searching

`rendering/quality/shadows` is now `rendering/quality/positional_shadow`
to explicitly denote that the settings only affect positional light shadows,
not directional light shadows.

Shadow atlas settings now contain the word "atlas" for easier searching.

Soft shadow quality settings were renamed to contain the word "filter".
This makes the settings appear when searching for "filter" in the
project settings dialog, like in Godot 3.x.
This commit is contained in:
Hugo Locurcio
2022-05-01 01:40:30 +02:00
parent 98d5b37a4c
commit 21ea1c3835
21 changed files with 199 additions and 198 deletions

View File

@@ -1898,41 +1898,41 @@
<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.
</member>
<member name="rendering/shadows/directional_shadow/soft_shadow_quality" type="int" setter="" getter="" default="2">
<member name="rendering/shadows/directional_shadow/soft_shadow_filter_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.
[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.
</member>
<member name="rendering/shadows/directional_shadow/soft_shadow_quality.mobile" type="int" setter="" getter="" default="0">
Lower-end override for [member rendering/shadows/directional_shadow/soft_shadow_quality] on mobile devices, due to performance concerns or driver support.
<member name="rendering/shadows/directional_shadow/soft_shadow_filter_quality.mobile" type="int" setter="" getter="" default="0">
Lower-end override for [member rendering/shadows/directional_shadow/soft_shadow_filter_quality] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/shadows/shadow_atlas/16_bits" type="bool" setter="" getter="" default="true">
<member name="rendering/shadows/positional_shadow/atlas_16_bits" type="bool" setter="" getter="" default="true">
</member>
<member name="rendering/shadows/shadow_atlas/quadrant_0_subdiv" type="int" setter="" getter="" default="2">
<member name="rendering/shadows/positional_shadow/atlas_quadrant_0_subdiv" type="int" setter="" getter="" default="2">
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
</member>
<member name="rendering/shadows/shadow_atlas/quadrant_1_subdiv" type="int" setter="" getter="" default="2">
<member name="rendering/shadows/positional_shadow/atlas_quadrant_1_subdiv" type="int" setter="" getter="" default="2">
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
</member>
<member name="rendering/shadows/shadow_atlas/quadrant_2_subdiv" type="int" setter="" getter="" default="3">
<member name="rendering/shadows/positional_shadow/atlas_quadrant_2_subdiv" type="int" setter="" getter="" default="3">
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
</member>
<member name="rendering/shadows/shadow_atlas/quadrant_3_subdiv" type="int" setter="" getter="" default="4">
<member name="rendering/shadows/positional_shadow/atlas_quadrant_3_subdiv" type="int" setter="" getter="" default="4">
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
</member>
<member name="rendering/shadows/shadow_atlas/size" type="int" setter="" getter="" default="4096">
<member name="rendering/shadows/positional_shadow/atlas_size" type="int" setter="" getter="" default="4096">
Size for shadow atlas (used for OmniLights and SpotLights). See documentation.
</member>
<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.
<member name="rendering/shadows/positional_shadow/atlas_size.mobile" type="int" setter="" getter="" default="2048">
Lower-end override for [member rendering/shadows/positional_shadow/atlas_size] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/shadows/shadows/soft_shadow_quality" type="int" setter="" getter="" default="2">
<member name="rendering/shadows/positional_shadow/soft_shadow_filter_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.
[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.
</member>
<member name="rendering/shadows/shadows/soft_shadow_quality.mobile" type="int" setter="" getter="" default="0">
Lower-end override for [member rendering/shadows/shadows/soft_shadow_quality] on mobile devices, due to performance concerns or driver support.
<member name="rendering/shadows/positional_shadow/soft_shadow_filter_quality.mobile" type="int" setter="" getter="" default="0">
Lower-end override for [member rendering/shadows/positional_shadow/soft_shadow_filter_quality] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/textures/decals/filter" type="int" setter="" getter="" default="3">
</member>