- New graphics settings:
- Field of view.
- Volumetric fog.
- Use Godot's built-in 3D viewport facilities instead of using a SubViewport.
- This also allows for choosing AMD FidelityFX Super Resolution
for resolution scaling, but it's not working yet due to a Godot bug.
- Nearest-neighbor scaling is no longer available. It can be
reimplemented in Godot core and then exposed in the future.
- Separate MSAA from FXAA settings, as both can be used at the same time.
- Add more quality settings for various effect settings.
- Rename sections and setting names to be more "player-oriented"
(even if this results in the actual Godot terminology not being
presented).
- Add performance hints to setting values.
- Add FPS counter and viewport resolution display
(taking the resolution scale into account).
- Add more objects to the test scene and tweak environment settings.
- ACES tonemapping is now used.
- Debanding is now enabled, as this scene requires it to avoid visible
banding.
- Make the emissive box less bright to prevent MSAA and FXAA from
being ineffective on it (due to Godot not supporting correct
HDR antialiasing).
- Remove unnecessary DirectionalLight3D, VoxelGI and ReflectionProbe.
Fixes some of the icons mentioned in #722.
Not sure if they are good enough or not, I'm not an artist in any way.
Changed Icons:
- 2D physics;
- 3D physics;
- Audio device changer;
- Audio mic record;
- GUI Control gallery;
- GUI Pseudo-localization.
Update
Port of the 3.x global illumination demo, with SDFGI support added
and screen-space lighting effect options added (SSAO, SSIL, or both).
Lightmap options were removed as I couldn't get both indirect-only
and fully baked lightmaps to work for now. They can be readded in the
future.
Could possible fix#600.
This demo has some of the basic graphical settings that game devs would want. I tried to keep it minimal because it's just a demo. I hope this is sufficient and that there are enough comments explaining everything. Everything works without any bugs or errors.
Small fix
Small script format fix
Small fix
Small fix
Changed readme
Update 3d/3d_settings_menu/project.godot
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
Fixing many mistakes
Changed folder name
Deleted git files
changed the default size with the project settings variant
Removed some debug info
Added extra features
Changed the layout into sections,
Added some extra settings and features.
Waiting for Calinou to see what he would like to change/add.
Small fixes
Getting the start viewport in ready
A GLES2-specific tweak is now documented for the GUI in 3D demo.
This also tweaks shadow quality and performance to find a better
balance and result in smoother shadows, including when using GLES2
(thanks to the use of PCF13 shadow filter mode).
In demos that allow falling back to GLES2, ETC1 texture import
is enabled to allow exporting to Android or HTML5 without having
to tweak anything.
This is an example of Godot's volumetric fog capabilities
with the Vulkan renderer.
Showcased features are:
- Positive/negative density volumes that affect albedo (incoming light)
and emission.
- Box/ellipsoid shapes, height falloff, and density modulation using a
3D texture.
- Temporal reprojection for greater stability and avoiding flickering.
- The difference is demonstrated with a moving fog volume.
- Global density adjustment. With FogVolume nodes that have a
positive density, it's possible to apply volumetric fog only in
specific areas.
- Create bodies by duplicating the ones from the scene to allow custom
settings on them for testing purpose
- Rename 3D test with multiple groups of bodies "Contact Islands"
instead of "Contacts Extended" for clarity
- Added "Contact Islands" test for 2D
- Fixed log spamming with "Contact Islands" tests due to printing log
messages for each group of bodies
- Added parameter to randomize spawn positions in order to make
contact separation more balanced (avoids artifacts like a huge column
for circles in 2D test)
- Using smaller shapes and larger amount of objects by default to test
more extreme case
Fix custom collision shape drawing in physics tests:
CollisionShape debug draw has changed in 3.3 and now requires a body
to be rendered, so the trick to display custom physics shapes in the
physics tests had to be updated.
Cylinder support:
Now cylinders are supported in Godot Physics, so the exception to avoid
spamming errors when cylinders are used can be removed.
Rigid body picking:
Added mouse-picking to Test Shapes in both 2D and 3D.