Allow all lossless image formats to be used for VRS texture project setting
WebP can also be lossy, but the class reference now warns about the requirement to use a lossless format for the VRS texture to work correctly.
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3 changed files with 28 additions and 2 deletions
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@ -2265,7 +2265,20 @@
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Set the default Variable Rate Shading (VRS) mode for the main viewport. See [member Viewport.vrs_mode] to change this at runtime, and [enum Viewport.VRSMode] for possible values.
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</member>
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<member name="rendering/vrs/texture" type="String" setter="" getter="" default="""">
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If [member rendering/vrs/mode] is set to texture, this is the path to default texture loaded as the VRS image.
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If [member rendering/vrs/mode] is set to [b]Texture[/b], this is the path to default texture loaded as the VRS image.
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The texture [i]must[/i] use a lossless compression format so that colors can be matched precisely. The following VRS densities are mapped to various colors, with brighter colors representing a lower level of shading precision:
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[codeblock]
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- 1x1 = rgb(0, 0, 0) - #000000
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- 1x2 = rgb(0, 85, 0) - #005500
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- 2x1 = rgb(85, 0, 0) - #550000
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- 2x2 = rgb(85, 85, 0) - #555500
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- 2x4 = rgb(85, 170, 0) - #55aa00
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- 4x2 = rgb(170, 85, 0) - #aa5500
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- 4x4 = rgb(170, 170, 0) - #aaaa00
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- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware
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- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware
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- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware
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[/codeblock]
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</member>
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<member name="threading/worker_pool/low_priority_thread_ratio" type="float" setter="" getter="" default="0.3">
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</member>
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