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Add support for contrast-adaptive sharpening in 3D
This is an older, easier to implement variant of CAS as a pure fragment
shader. It doesn't support upscaling, but the upscaling part of CAS
has been superseded by FSR 1.0 anyway.
The sharpening intensity can be adjusted on a per-Viewport basis.
For the root viewport, it can be adjusted in the Project Settings.
Copy file name to clipboardexpand all lines: doc/classes/ProjectSettings.xml
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Sets the number of MSAA samples to use (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware. See also bilinear scaling 3d [member rendering/scaling_3d/mode] for supersampling, which provides higher quality but is much more expensive.
Sets the screen-space antialiasing mode for the default screen [Viewport]. Screen-space antialiasing works by selectively blurring edges in a post-process shader. It differs from MSAA which takes multiple coverage samples while rendering objects. Screen-space AA methods are typically faster than MSAA and will smooth out specular aliasing, but tend to make scenes appear blurry.
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Another way to combat specular aliasing is to enable [member rendering/anti_aliasing/screen_space_roughness_limiter/enabled].
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Sets the screen-space antialiasing mode for the default screen [Viewport]. Screen-space antialiasing works by selectively blurring edges in a post-process shader. It differs from MSAA which takes multiple coverage samples while rendering objects. Screen-space AA methods are typically faster than MSAA and will smooth out specular aliasing, but tend to make scenes appear blurry. Some of the lost sharpness can be recovered by enabling contrast-adaptive sharpening (see [member rendering/anti_aliasing/quality/sharpen_intensity]).
If set to a value greater than [code]0.0[/code], contrast-adaptive sharpening will be applied to the 3D viewport. This has a small GPU performance cost and can be used to recover some of the sharpness lost due to screen-space antialiasing. Values around [code]0.5[/code] generally give the best results. See also [member rendering/anti_aliasing/quality/screen_space_aa].
If [code]true[/code], uses a fast post-processing filter to make banding significantly less visible. In some cases, debanding may introduce a slightly noticeable dithering pattern. It's recommended to enable debanding only when actually needed since the dithering pattern will make lossless-compressed screenshots larger.
Enables Temporal Anti-Aliasing for the default screen [Viewport]. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion.
Copy file name to clipboardexpand all lines: doc/classes/RenderingServer.xml
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Sets the size of the shadow atlas's images (used for omni and spot lights). The value will be rounded up to the nearest power of 2.
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</description>
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</method>
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<methodname="viewport_set_sharpen_intensity">
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<returntype="void" />
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<argumentindex="0"name="viewport"type="RID" />
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<argumentindex="1"name="intensity"type="float" />
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<description>
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Sets the sharpening [code]intensity[/code] for the [code]viewport[/code]. If set to a value greater than [code]0.0[/code], contrast-adaptive sharpening will be applied to the 3D viewport. This has a small GPU performance cost and can be used to recover some of the sharpness lost due to screen-space antialiasing. Values around [code]0.5[/code] generally give the best results.
Sets the screen-space antialiasing method used. Screen-space antialiasing works by selectively blurring edges in a post-process shader. It differs from MSAA which takes multiple coverage samples while rendering objects. Screen-space AA methods are typically faster than MSAA and will smooth out specular aliasing, but tend to make scenes appear blurry.
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Sets the screen-space antialiasing method used. Screen-space antialiasing works by selectively blurring edges in a post-process shader. It differs from MSAA which takes multiple coverage samples while rendering objects. Screen-space AA methods are typically faster than MSAA and will smooth out specular aliasing, but tend to make scenes appear blurry. Some of the lost sharpness can be recovered by enabling contrast-adaptive sharpening (see [member sharpen_intensity]).
If set to a value greater than [code]0.0[/code], contrast-adaptive sharpening will be applied to the 3D viewport. This has a small GPU performance cost and can be used to recover some of the sharpness lost due to screen-space antialiasing. Values around [code]0.5[/code] generally give the best results. See also [member screen_space_aa].
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