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Pipeline multisample state (used by RenderingDevice).
RDPipelineMultisampleState is used to control how multisample or supersample antialiasing is being performed when rendering using RenderingDevice.
bool enable_alpha_to_coverage =
true, alpha to coverage is enabled. This generates a temporary coverage value based on the alpha component of the fragment's first color output. This allows alpha transparency to make use of multisample antialiasing.
bool enable_alpha_to_one =
true, alpha is forced to either
1.0. This allows hardening the edges of antialiased alpha transparencies. Only relevant if enable_alpha_to_coverage is
bool enable_sample_shading =
true, enables per-sample shading which replaces MSAA by SSAA. This provides higher quality antialiasing that works with transparent (alpha scissor) edges. This has a very high performance cost. See also min_sample_shading. See the per-sample shading Vulkan documentation for more details.
float min_sample_shading =
The multiplier of sample_count that determines how many samples are performed for each fragment. Must be between
1.0 (inclusive). Only effective if enable_sample_shading is
true. If min_sample_shading is
1.0, fragment invocation must only read from the coverage index sample. Tile image access must not be used if enable_sample_shading is not
TextureSamples sample_count =
The number of MSAA samples (or SSAA samples if enable_sample_shading is
true) to perform. Higher values result in better antialiasing, at the cost of performance.
int sample_masks =
The sampleSee the sample mask Vulkan documentation for more details.