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- Add reflection probes for each test sphere, which can be toggled using a new dropdown with 3 options (no reflection probe, reflection only, reflection + ambient). The cull and reflection masks are configured on each reflection probe so that spheres don't self-reflect, but other spheres still appear in each sphere's reflections. Probe extents are made very large to prevent any visible fading, and the test beds don't receive the reflection probe's ambient or reflection. - Improve ice material visuals by giving it some opacity. - Use lossless compression on all textures, as their relatively low resolution and count by today's standards makes them not use much VRAM anyway.
66 lines
1.7 KiB
Plaintext
66 lines
1.7 KiB
Plaintext
; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=5
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[application]
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config/name="Material Testers"
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config/description="This demo includes many sphere-like objects with complex materials,
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for the purpose of showcasing Godot's rendering capabilities.
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This demo was featured at the beginning of the Godot 3.0 trailer."
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config/tags=PackedStringArray("3d", "demo", "official", "rendering")
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run/main_scene="res://material_tester.tscn"
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config/features=PackedStringArray("4.3")
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config/icon="res://icon.webp"
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[debug]
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gdscript/warnings/untyped_declaration=1
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[display]
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window/stretch/mode="canvas_items"
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window/stretch/aspect="expand"
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[filesystem]
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import/blender/enabled=false
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[layer_names]
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3d_render/layer_1="World"
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3d_render/layer_2="Tester 1"
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3d_render/layer_3="Tester 2"
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3d_render/layer_4="Tester 3"
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3d_render/layer_5="Tester 4"
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3d_render/layer_6="Tester 5"
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3d_render/layer_7="Tester 6"
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3d_render/layer_8="Tester 7"
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3d_render/layer_9="Tester 8"
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3d_render/layer_10="Tester 9"
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3d_render/layer_11="Tester 10"
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3d_render/layer_12="Tester 11"
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3d_render/layer_13="Tester 12"
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3d_render/layer_14="Tester 13"
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[memory]
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multithread/thread_rid_pool_prealloc=60
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[rendering]
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lights_and_shadows/positional_shadow/soft_shadow_filter_quality=3
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reflections/reflection_atlas/reflection_count=16
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textures/default_filters/anisotropic_filtering_level=4
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anti_aliasing/quality/msaa_3d=2
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anti_aliasing/quality/use_debanding=true
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lights_and_shadows/positional_shadow/atlas_size=2048
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lights_and_shadows/positional_shadow/atlas_size.mobile=1024
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