Optimize shadow maps rendering by using new Graphics.Shadows.MinObjectPixelSize to skip sub-pixel objects
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@@ -28,6 +28,7 @@ Quality Graphics::GIQuality = Quality::High;
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bool Graphics::GICascadesBlending = false;
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PostProcessSettings Graphics::PostProcessSettings;
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bool Graphics::SpreadWorkload = true;
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float Graphics::Shadows::MinObjectPixelSize = 2.0f;
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bool Graphics::PostProcessing::ColorGradingVolumeLUT = true;
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#if GRAPHICS_API_NULL
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@@ -85,8 +85,17 @@ public:
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API_FIELD() static bool SpreadWorkload;
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public:
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// Shadows rendering configuration.
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API_CLASS(Static, Attributes="DebugCommand") class FLAXENGINE_API Shadows
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{
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DECLARE_SCRIPTING_TYPE_MINIMAL(Shadows);
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// The minimum size in pixels of objects to cast shadows. Improves performance by skipping too small objects (eg. sub-pixel) from rendering into shadow maps.
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API_FIELD() static float MinObjectPixelSize;
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};
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// Post Processing effects rendering configuration.
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API_CLASS(Static, Attributes = "DebugCommand") class FLAXENGINE_API PostProcessing
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API_CLASS(Static, Attributes="DebugCommand") class FLAXENGINE_API PostProcessing
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{
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DECLARE_SCRIPTING_TYPE_MINIMAL(PostProcessing);
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