Merge pull request #84745 from lawnjelly/lightcull
Shadow volume culling and tighter shadow caster culling
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@@ -2548,6 +2548,10 @@
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<member name="rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality.mobile" type="int" setter="" getter="" default="0">
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Lower-end override for [member rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality] on mobile devices, due to performance concerns or driver support.
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</member>
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<member name="rendering/lights_and_shadows/tighter_shadow_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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</member>
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<member name="rendering/lights_and_shadows/use_physical_light_units" type="bool" setter="" getter="" default="false">
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Enables the use of physically based units for light sources. Physically based units tend to be much larger than the arbitrary units used by Godot, but they can be used to match lighting within Godot to real-world lighting. Due to the large dynamic range of lighting conditions present in nature, Godot bakes exposure into the various lighting quantities before rendering. Most light sources bake exposure automatically at run time based on the active [CameraAttributes] resource, but [LightmapGI] and [VoxelGI] require a [CameraAttributes] resource to be set at bake time to reduce the dynamic range. At run time, Godot will automatically reconcile the baked exposure with the active exposure to ensure lighting remains consistent.
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</member>
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