Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

RenderSceneBuffersConfiguration

繼承: RefCounted < Object

用於設定 RenderSceneBuffers 物件的設定物件。

說明

此配置物件由算繪引擎在視窗更改時建立和填充,並用於(重新)配置 RenderSceneBuffers 物件。

屬性

ViewportAnisotropicFiltering

anisotropic_filtering_level

2

float

fsr_sharpness

0.0

Vector2i

internal_size

Vector2i(0, 0)

ViewportMSAA

msaa_3d

0

RID

render_target

RID()

ViewportScaling3DMode

scaling_3d_mode

255

ViewportScreenSpaceAA

screen_space_aa

0

Vector2i

target_size

Vector2i(0, 0)

float

texture_mipmap_bias

0.0

int

view_count

1


屬性說明

ViewportAnisotropicFiltering anisotropic_filtering_level = 2 🔗

Level of the anisotropic filter.


float fsr_sharpness = 0.0 🔗

  • void set_fsr_sharpness(value: float)

  • float get_fsr_sharpness()

若使用 FSR 放大,適用 FSR 銳利度。


Vector2i internal_size = Vector2i(0, 0) 🔗

設定圖像的大小,需要參考。


ViewportMSAA msaa_3d = 0 🔗

用於天空算繪的旋轉。


RID render_target = RID() 🔗

  • void set_render_target(value: RID)

  • RID get_render_target()

返回與給定面關聯的中繼資料。


ViewportScaling3DMode scaling_3d_mode = 255 🔗

如果internal_sizetarget_size不相等,我們放大/縮小所請求的縮放模式。


ViewportScreenSpaceAA screen_space_aa = 0 🔗

請求在後期處理中套用的螢幕空間抗鋸齒。


Vector2i target_size = Vector2i(0, 0) 🔗

使用縮放時的目標(放大)大小。


float texture_mipmap_bias = 0.0 🔗

  • void set_texture_mipmap_bias(value: float)

  • float get_texture_mipmap_bias()

Bias applied to mipmaps.

Note: This property is only supported in the Forward+ and Mobile renderers, not Compatibility. In Compatibility, this property is always treated as if it was set to 0.0.


int view_count = 1 🔗

  • void set_view_count(value: int)

  • int get_view_count()

算繪的視圖數。