Merge pull request #96893 from tetrapod00/docs-crosslink-antialiasing
Docs: Add cross-links to antialiasing project settings
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@ -2376,26 +2376,30 @@
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[b]Note:[/b] It is not recommended to use this setting together with [member rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even less smooth. Prefer only enabling that setting instead.
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</member>
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<member name="rendering/anti_aliasing/quality/msaa_2d" type="int" setter="" getter="" default="0">
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Sets the number of MSAA samples to use for 2D/Canvas rendering (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware, especially integrated graphics due to their limited memory bandwidth. This has no effect on shader-induced aliasing or texture aliasing.
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Sets the number of multisample antialiasing (MSAA) samples to use for 2D/Canvas rendering (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware, especially integrated graphics due to their limited memory bandwidth. This has no effect on shader-induced aliasing or texture aliasing.
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[b]Note:[/b] MSAA is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
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[b]Note:[/b] This property is only read when the project starts. To set the number of 2D MSAA samples at runtime, set [member Viewport.msaa_2d] or use [method RenderingServer.viewport_set_msaa_2d].
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</member>
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<member name="rendering/anti_aliasing/quality/msaa_3d" type="int" setter="" getter="" default="0">
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Sets the number of MSAA samples to use for 3D rendering (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware, especially integrated graphics due to their limited memory bandwidth. See also [member rendering/scaling_3d/mode] for supersampling, which provides higher quality but is much more expensive. This has no effect on shader-induced aliasing or texture aliasing.
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Sets the number of multisample antialiasing (MSAA) samples to use for 3D rendering (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware, especially integrated graphics due to their limited memory bandwidth. See also [member rendering/scaling_3d/mode] for supersampling, which provides higher quality but is much more expensive. This has no effect on shader-induced aliasing or texture aliasing.
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[b]Note:[/b] This property is only read when the project starts. To set the number of 3D MSAA samples at runtime, set [member Viewport.msaa_3d] or use [method RenderingServer.viewport_set_msaa_3d].
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</member>
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<member name="rendering/anti_aliasing/quality/screen_space_aa" type="int" setter="" getter="" default="0">
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Sets the screen-space antialiasing mode for the default screen [Viewport]. Screen-space antialiasing works by selectively blurring edges in a post-process shader. It differs from MSAA which takes multiple coverage samples while rendering objects. Screen-space AA methods are typically faster than MSAA and will smooth out specular aliasing, but tend to make scenes appear blurry. The blurriness is partially counteracted by automatically using a negative mipmap LOD bias (see [member rendering/textures/default_filters/texture_mipmap_bias]).
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Another way to combat specular aliasing is to enable [member rendering/anti_aliasing/screen_space_roughness_limiter/enabled].
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[b]Note:[/b] Screen-space antialiasing is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
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[b]Note:[/b] This property is only read when the project starts. To set the screen-space antialiasing mode at runtime, set [member Viewport.screen_space_aa] on the root [Viewport] instead, or use [method RenderingServer.viewport_set_screen_space_aa].
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</member>
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<member name="rendering/anti_aliasing/quality/use_debanding" type="bool" setter="" getter="" default="false">
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If [code]true[/code], uses a fast post-processing filter to make banding significantly less visible in 3D. 2D rendering is [i]not[/i] affected by debanding unless the [member Environment.background_mode] is [constant Environment.BG_CANVAS].
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In some cases, debanding may introduce a slightly noticeable dithering pattern. It's recommended to enable debanding only when actually needed since the dithering pattern will make lossless-compressed screenshots larger.
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[b]Note:[/b] This property is only read when the project starts. To set debanding at run-time, set [member Viewport.use_debanding] on the root [Viewport] instead.
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[b]Note:[/b] This property is only read when the project starts. To set debanding at runtime, set [member Viewport.use_debanding] on the root [Viewport] instead, or use [method RenderingServer.viewport_set_use_debanding].
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</member>
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<member name="rendering/anti_aliasing/quality/use_taa" type="bool" setter="" getter="" default="false">
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Enables Temporal Anti-Aliasing for the default screen [Viewport]. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion. Enabling TAA can make the image blurrier, which is partially counteracted by automatically using a negative mipmap LOD bias (see [member rendering/textures/default_filters/texture_mipmap_bias]).
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Enables temporal antialiasing for the default screen [Viewport]. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion. Enabling TAA can make the image blurrier, which is partially counteracted by automatically using a negative mipmap LOD bias (see [member rendering/textures/default_filters/texture_mipmap_bias]).
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[b]Note:[/b] The implementation is not complete yet. Some visual instances such as particles and skinned meshes may show ghosting artifacts in motion.
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[b]Note:[/b] TAA is only supported in the Forward+ rendering method, not Mobile or Compatibility.
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[b]Note:[/b] This property is only read when the project starts. To set TAA at runtime, set [member Viewport.use_taa] on the root [Viewport] instead, or use [method RenderingServer.viewport_set_use_taa].
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</member>
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<member name="rendering/anti_aliasing/screen_space_roughness_limiter/amount" type="float" setter="" getter="" default="0.25">
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[b]Note:[/b] This property is only read when the project starts. To control the screen-space roughness limiter at runtime, call [method RenderingServer.screen_space_roughness_limiter_set_active] instead.
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