Implement shader caching
* Shader compilation is now cached. Subsequent loads take less than a millisecond. * Improved game, editor and project manager startup time. * Editor uses .godot/shader_cache to store shaders. * Game uses user://shader_cache * Project manager uses $config_dir/shader_cache * Options to tweak shader caching in project settings. * Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled). * Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated). * Added shader compression with SMOLV: https://github.com/aras-p/smol-v
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@ -1502,6 +1502,16 @@
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<member name="rendering/reflections/sky_reflections/texture_array_reflections.mobile" type="bool" setter="" getter="" default="false">
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Lower-end override for [member rendering/reflections/sky_reflections/texture_array_reflections] on mobile devices, due to performance concerns or driver support.
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</member>
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<member name="rendering/shader_compiler/shader_cache/compress" type="bool" setter="" getter="" default="true">
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</member>
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<member name="rendering/shader_compiler/shader_cache/enabled" type="bool" setter="" getter="" default="true">
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</member>
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<member name="rendering/shader_compiler/shader_cache/strip_debug" type="bool" setter="" getter="" default="false">
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</member>
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<member name="rendering/shader_compiler/shader_cache/strip_debug.release" type="bool" setter="" getter="" default="true">
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</member>
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<member name="rendering/shader_compiler/shader_cache/use_zstd_compression" type="bool" setter="" getter="" default="true">
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</member>
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<member name="rendering/shading/overrides/force_blinn_over_ggx" type="bool" setter="" getter="" default="false">
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If [code]true[/code], uses faster but lower-quality Blinn model to generate blurred reflections instead of the GGX model.
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</member>
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