Improve SSAO performance and quality
This decreases the number of samples significantly, leading to a notable performance increase with only a very slight loss in visual quality. This also tweaks the default SSAO settings to use 3×3 blurring, which makes noise patterns much less visible.
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2 changed files with 6 additions and 6 deletions
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@ -16,15 +16,15 @@ void main() {
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#define TWO_PI 6.283185307179586476925286766559
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#define TWO_PI 6.283185307179586476925286766559
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#ifdef SSAO_QUALITY_HIGH
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#ifdef SSAO_QUALITY_HIGH
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#define NUM_SAMPLES (80)
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#define NUM_SAMPLES (16)
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#endif
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#endif
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#ifdef SSAO_QUALITY_LOW
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#ifdef SSAO_QUALITY_LOW
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#define NUM_SAMPLES (15)
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#define NUM_SAMPLES (8)
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#endif
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#endif
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#if !defined(SSAO_QUALITY_LOW) && !defined(SSAO_QUALITY_HIGH)
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#if !defined(SSAO_QUALITY_LOW) && !defined(SSAO_QUALITY_HIGH)
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#define NUM_SAMPLES (40)
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#define NUM_SAMPLES (12)
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#endif
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#endif
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// If using depth mip levels, the log of the maximum pixel offset before we need to switch to a lower
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// If using depth mip levels, the log of the maximum pixel offset before we need to switch to a lower
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@ -1294,8 +1294,8 @@ void Environment::_bind_methods() {
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Environment::Environment() :
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Environment::Environment() :
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bg_mode(BG_CLEAR_COLOR),
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bg_mode(BG_CLEAR_COLOR),
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tone_mapper(TONE_MAPPER_LINEAR),
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tone_mapper(TONE_MAPPER_LINEAR),
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ssao_blur(SSAO_BLUR_DISABLED),
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ssao_blur(SSAO_BLUR_3x3),
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ssao_quality(SSAO_QUALITY_LOW),
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ssao_quality(SSAO_QUALITY_MEDIUM),
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glow_blend_mode(GLOW_BLEND_MODE_ADDITIVE),
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glow_blend_mode(GLOW_BLEND_MODE_ADDITIVE),
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dof_blur_far_quality(DOF_BLUR_QUALITY_LOW),
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dof_blur_far_quality(DOF_BLUR_QUALITY_LOW),
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dof_blur_near_quality(DOF_BLUR_QUALITY_LOW) {
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dof_blur_near_quality(DOF_BLUR_QUALITY_LOW) {
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@ -1346,7 +1346,7 @@ Environment::Environment() :
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ssao_ao_channel_affect = 0.0;
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ssao_ao_channel_affect = 0.0;
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ssao_blur = SSAO_BLUR_3x3;
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ssao_blur = SSAO_BLUR_3x3;
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set_ssao_edge_sharpness(4);
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set_ssao_edge_sharpness(4);
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set_ssao_quality(SSAO_QUALITY_LOW);
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set_ssao_quality(SSAO_QUALITY_MEDIUM);
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glow_enabled = false;
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glow_enabled = false;
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glow_levels = (1 << 2) | (1 << 4);
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glow_levels = (1 << 2) | (1 << 4);
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