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- .. _doc_lights_and_shadows:
- 3D lights and shadows
- =====================
- Introduction
- ------------
- Light sources emit light that mixes with the materials and produces a visible
- result. Light can come from several types of sources in a scene:
- - From the material itself, in the form of the emission color (though it does
- not affect nearby objects unless baked or screen-space indirect lighting is enabled).
- - Light nodes: DirectionalLight3D, OmniLight3D and SpotLight3D.
- - Ambient light in the :ref:`Environment <class_Environment>` or
- :ref:`doc_reflection_probes`.
- - Global illumination (:ref:`LightmapGI <doc_using_lightmap_gi>`,
- :ref:`VoxelGI <doc_using_voxel_gi>` or :ref:`SDFGI <doc_using_sdfgi>`).
- The emission color is a material property. You can read more about it
- in the :ref:`doc_standard_material_3d` tutorial.
- .. seealso::
- You can compare various types of lights in action using the
- `3D Lights and Shadows demo project <https://github.com/godotengine/godot-demo-projects/tree/master/3d/lights_and_shadows>`__.
- Light nodes
- -----------
- There are three types of light nodes: :ref:`class_DirectionalLight3D`,
- :ref:`class_OmniLight3D` and :ref:`class_SpotLight3D`. Let's take a look at the common
- parameters for lights:
- .. image:: img/light_params.png
- Each property has a specific function:
- - **Color:** Base color for emitted light.
- - **Energy:** Energy multiplier. This is useful for saturating lights or working with :ref:`doc_high_dynamic_range`.
- - **Indirect Energy:** Secondary multiplier used with indirect light (light bounces). This works with :ref:`doc_using_lightmap_gi`, VoxelGI or SDFGI.
- - **Volumetric Fog Energy:** Secondary multiplier used with volumetric fog. This only has an effect when volumetric fog is enabled.
- - **Negative:** Light becomes subtractive instead of additive. It's sometimes useful to manually compensate some dark corners.
- - **Specular:** Affects the intensity of the specular blob in objects affected by this light. At zero, this light becomes a pure diffuse light.
- - **Bake Mode:** Sets the bake mode for the light. See :ref:`doc_using_lightmap_gi`.
- - **Cull Mask:** Objects that are in the selected layers below will be affected by this light.
- Note that objects disabled via this cull mask will still cast shadows.
- If you don't want disabled objects to cast shadows, adjust the **Cast Shadow**
- property on the GeometryInstance3D to the desired value.
- .. seealso::
- See :ref:`doc_physical_light_and_camera_units` if you wish to use real world
- units to configure your lights' intensity and color temperature.
- Light number limits
- -------------------
- When using the Forward+ renderer, Godot uses a *clustering* approach for
- real-time lighting. As many lights as desired can be added (as long as
- performance allows). However, there's still a default limit of 512 *clustered
- elements* that can be present in the current camera view. A clustered element is
- an omni light, a spot light, a :ref:`decal <doc_using_decals>` or a
- :ref:`reflection probe <doc_reflection_probes>`. This limit can be increased by adjusting
- :ref:`Max Clustered Elements<class_ProjectSettings_property_rendering/limits/cluster_builder/max_clustered_elements>`
- in **Project Settings > Rendering > Limits > Cluster Builder**.
- When using the Forward Mobile renderer, there is a limitation of 8 OmniLights +
- 8 SpotLights per mesh resource. There is also a limit of 256 OmniLights + 256
- SpotLights that can be rendered in the current camera view. These limits
- currently cannot be changed.
- When using the Compatibility renderer, up to 8 OmniLights + 8 SpotLights can be
- rendered per mesh resource. This limit can be increased in the advanced Project
- Settings by adjusting
- :ref:`Max Renderable Elements<class_ProjectSettings_property_rendering/limits/opengl/max_renderable_elements>`
- and/or :ref:`Max Lights per Object<class_ProjectSettings_property_rendering/limits/opengl/max_lights_per_object>`
- in **Rendering > Limits > OpenGL**, at the cost of performance and longer shader
- compilation times. The limit can also be decreased to reduce shader compilation
- times and improve performance slightly.
- With all rendering methods, up to 8 DirectionalLights can be visible at a time.
- However, each additional DirectionalLight with shadows enabled will reduce the
- effective shadow resolution of each DirectionalLight. This is because
- directional shadow atlas is shared between all lights.
- If the rendering limit is exceeded, lights will start popping in and out during
- camera movement, which can be distracting. Enabling **Distance Fade** on light
- nodes can help reduce this issue while also improving performance. Splitting
- your meshes into smaller portions can also help, especially for level geometry
- (which also improves culling efficiency).
- If you need to render more lights than possible in a given rendering backend,
- consider using :ref:`baked lightmaps <doc_using_lightmap_gi>` with lights' bake
- mode set to **Static**. This allows lights to be fully baked, which also makes
- them much faster to render. You can also use emissive materials with any
- :ref:`global illumination <doc_introduction_to_global_illumination>` technique
- as a replacement for light nodes that emit light over a large area.
- Shadow mapping
- --------------
- Lights can optionally cast shadows. This gives them greater realism (light does
- not reach occluded areas), but it can incur a bigger performance cost.
- There is a list of generic shadow parameters, each also has a specific function:
- - **Enabled:** Check to enable shadow mapping in this light.
- - **Opacity:** Areas occluded are darkened by this opacity factor. Shadows are
- fully opaque by default, but this can be changed to make shadows translucent
- for a given light.
- - **Bias:** When this parameter is too low, self-shadowing occurs. When too
- high, shadows separate from the casters. Tweak to what works best for you.
- - **Normal Bias:** When this parameter is too low, self-shadowing occurs. When too
- high, shadows appear misaligned from the casters. Tweak to what works best for you.
- - **Transmittance Bias:** When this parameter is too low, self-shadowing
- occurs on materials that have transmittance enabled. When too high, shadows
- will not affect materials that have transmittance enabled consistently. Tweak
- to what works best for you.
- - **Reverse Cull Face:** Some scenes work better when shadow mapping is rendered
- with face-culling inverted.
- - **Blur:** Multiplies the shadow blur radius for this light. This works with
- both traditional shadow mapping and contact-hardening shadows (lights with
- **Angular Distance** or **Size** greater than ``0.0``). Higher values result
- in softer shadows, which will also appear to be more temporally stable for
- moving objects. The downside of increasing shadow blur is that it will make
- the grainy pattern used for filtering more noticeable.
- See also :ref:`doc_lights_and_shadows_shadow_filter_mode`.
- .. image:: img/lights_and_shadows_blur.webp
- Tweaking shadow bias
- ^^^^^^^^^^^^^^^^^^^^
- Below is an image of what tweaking bias looks like. Default values work for most
- cases, but in general, it depends on the size and complexity of geometry.
- If the **Shadow Bias** or **Shadow Normal Bias** is set too low for a given light,
- the shadow will be "smeared" onto the objects. This will cause the light's
- intended appearance to darken, and is called *shadow acne*:
- .. image:: img/lights_and_shadows_acne.webp
- On the other hand, if the **Shadow Bias** or **Shadow Normal Bias** is set too
- high for a given light, the shadow may appear to be disconnected from the
- object. This is called *peter-panning*:
- .. image:: img/lights_and_shadows_peter_panning.webp
- In general, increasing **Shadow Normal Bias** is preferred over increasing
- **Shadow Bias**. Increasing **Shadow Normal Bias** does not cause as much
- peter-panning as increasing **Shadow Bias**, but it can still resolve
- most shadow acne issues efficiently. The downside of increasing **Shadow Normal
- Bias** is that it can make shadows appear thinner for certain objects.
- Any sort of bias issues can be fixed by
- :ref:`increasing the shadow map resolution <doc_lights_and_shadows_balancing_performance_and_quality>`,
- at the cost of decreased performance.
- .. note::
- Tweaking shadow mapping settings is an art – there are no "one size fits
- all" settings. To achieve the best visuals, you may need to use different
- shadow bias values on a per-light basis.
- **Note on Appearance Changes**: When enabling shadows on a light, be aware that the light's
- appearance might change compared to when it's rendered without shadows in the compatibility
- renderer. Due to limitations with older mobile devices, shadows are implemented using a multi-pass
- rendering approach so lights with shadows are rendered in sRGB space instead of linear space.
- This change in rendering space can sometimes drastically alter the light's appearance. To achieve a similar
- appearance to an unshadowed light, you may need to adjust the light's energy setting.
- Directional light
- -----------------
- This is the most common type of light and represents a light source very far
- away (such as the sun). It is also the cheapest light to compute and should be
- used whenever possible (although it's not the cheapest shadow-map to compute,
- but more on that later).
- Directional light models an infinite number of parallel light rays
- covering the whole scene. The directional light node is represented by a big arrow which
- indicates the direction of the light rays. However, the position of the node
- does not affect the lighting at all and can be anywhere.
- .. image:: img/light_directional.png
- Every face whose front-side is hit by the light rays is lit, while the others
- stay dark. Unlike most other light types, directional lights don't have specific
- parameters.
- The directional light also offers a **Angular Distance** property, which
- determines the light's angular size in degrees. Increasing this above ``0.0``
- will make shadows softer at greater distances from the caster, while also
- affecting the sun's appearance in procedural sky materials. This is called a
- *contact-hardening* shadow (also known as PCSS).
- For reference, the angular distance of the Sun viewed from the Earth is
- approximately ``0.5``. This kind of shadow is expensive, so check the
- recommendations in :ref:`doc_lights_and_shadows_pcss_recommendations` if setting
- this value above ``0.0`` on lights with shadows enabled.
- Directional shadow mapping
- ^^^^^^^^^^^^^^^^^^^^^^^^^^
- To compute shadow maps, the scene is rendered (only depth) from an orthogonal
- point of view that covers the whole scene (or up to the max distance). There is,
- however, a problem with this approach because objects closer to the camera
- receive low-resolution shadows that may appear blocky.
- To fix this, a technique named *Parallel Split Shadow Maps* (PSSM) is used.
- This splits the view frustum in 2 or 4 areas. Each area gets its own shadow map.
- This allows small areas close to the viewer to have the same shadow resolution
- as a huge, far-away area. When shadows are enabled for DirectionalLight3D, the
- default shadow mode is PSSM with 4 splits. In scenarios where an object is large
- enough to appear in all four splits, it results in increased draw calls. Specifically,
- such an object will be rendered five times in total: once for each of the four shadow
- splits and once for the final scene rendering. This can impact performance, understanding
- this behavior is important for optimizing your scene and managing performance expectations.
- .. image:: img/lights_and_shadows_pssm_explained.webp
- With this, shadows become more detailed:
- .. image:: img/lights_and_shadows_directional_mode.webp
- To control PSSM, a number of parameters are exposed:
- .. image:: img/lights_and_shadows_directional_shadow_params.webp
- Each split distance is controlled relative to the camera far (or shadow
- **Max Distance** if greater than ``0.0``). ``0.0`` is the eye position and
- ``1.0`` is where the shadow ends at a distance. Splits are in-between.
- Default values generally work well, but tweaking the first split a bit is common
- to give more detail to close objects (like a character in a third-person game).
- Always make sure to set a shadow **Max Distance** according to what the scene
- needs. A lower maximum distance will result in better-looking shadows and better
- performance, as fewer objects will need to be included in shadow rendering. You
- can also adjust **Fade Start** to control how aggressive the shadow fade-out
- should be at a distance. For scenes where the **Max Distance** fully covers the
- scene at any given camera position, you can increase **Fade Start** to ``1.0``
- to prevent the shadow from fading at a distance. This should not be done in
- scenes where **Max Distance** doesn't fully cover the scene, as the shadow will
- appear to be suddenly cut off at a distance.
- Sometimes, the transition between a split and the next can look bad. To fix
- this, the **Blend Splits** option can be turned on, which sacrifices detail and
- performance in exchange for smoother transitions:
- .. image:: img/blend_splits.png
- The **Shadow > Normal Bias** parameter can be used to fix special cases of
- self-shadowing when objects are perpendicular to the light. The only downside is
- that it makes the shadow a bit thinner. Consider increasing **Shadow > Normal
- Bias** before increasing **Shadow > Bias** in most situations.
- Lastly, **Pancake Size** is a property that can be adjusted to fix missing
- shadows when using large objects with unsubdivided meshes. Only change this
- value if you notice missing shadows that are not related to shadow biasing
- issues.
- Omni light
- ----------
- Omni light is a point source that emits light spherically in all directions up to a given
- radius.
- .. image:: img/light_omni.png
- In real life, light attenuation is an inverse function, which means omni lights don't have a radius.
- This is a problem because it means computing several omni lights would become demanding.
- To solve this, a **Range** parameter is introduced together with an attenuation function.
- .. image:: img/light_omni_params.png
- These two parameters allow tweaking how this works visually in order to find aesthetically pleasing results.
- .. image:: img/light_attenuation.png
- A **Size** parameter is also available in OmniLight3D. Increasing this value
- will make the light fade out slower and shadows appear blurrier when far away
- from the caster. This can be used to simulate area lights to an extent. This is
- called a *contact-hardening* shadow (also known as PCSS). This kind of shadow is
- expensive, so check the recommendations in
- :ref:`doc_lights_and_shadows_pcss_recommendations` if setting this value above
- ``0.0`` on lights with shadows enabled.
- .. image:: img/lights_and_shadows_pcss.webp
- Omni shadow mapping
- ^^^^^^^^^^^^^^^^^^^
- Omni light shadow mapping is relatively straightforward. The main issue that
- needs to be considered is the algorithm used to render it.
- Omni Shadows can be rendered as either **Dual Paraboloid** or **Cube** mapped.
- **Dual Parabolid** renders quickly, but can cause deformations, while **Cube**
- is more correct, but slower. The default is **Cube**, but consider changing it
- to **Dual Parabolid** for lights where it doesn't make much of a visual
- difference.
- .. image:: img/lights_and_shadows_dual_parabolid_vs_cubemap.webp
- If the objects being rendered are mostly irregular and subdivided, Dual
- Paraboloid is usually enough. In any case, as these shadows are cached in a
- shadow atlas (more on that at the end), it may not make a difference in
- performance for most scenes.
- Omni lights with shadows enabled can make use of projectors. The projector
- texture will *multiply* the light's color by the color at a given point on the
- texture. As a result, lights will usually appear to be darker once a projector
- texture is assigned; you can increase **Energy** to compensate for this.
- Omni light projector textures require a special 360° panorama mapping, similar
- to :ref:`class_PanoramaSkyMaterial` textures.
- With the projector texture below, the following result is obtained:
- .. image:: img/lights_and_shadows_omni_projector_example.webp
- .. image:: img/lights_and_shadows_omni_projector.webp
- .. tip::
- If you've acquired omni projectors in the form of cubemap images, you can use
- `this web-based conversion tool <https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html>`__
- to convert them to a single panorama image.
- Spot light
- ----------
- Spot lights are similar to omni lights, except they emit light only into a cone
- (or "cutoff"). They are useful to simulate flashlights,
- car lights, reflectors, spots, etc. This type of light is also attenuated towards the
- opposite direction it points to.
- Spot lights share the same **Range**, **Attenuation** and **Size** as OmniLight3D,
- and add two extra parameters:
- - **Angle:** The aperture angle of the light.
- - **Angle Attenuation:** The cone attenuation, which helps soften the cone borders.
- Spot shadow mapping
- ^^^^^^^^^^^^^^^^^^^
- Spots feature the same parameters as omni lights for shadow mapping. Rendering
- spot shadow maps is significantly faster compared to omni lights, as only one
- shadow texture needs to be rendered (instead of rendering 6 faces, or 2 in dual
- parabolid mode).
- Spot lights with shadows enabled can make use of projectors. The projector
- texture will *multiply* the light's color by the color at a given point on the
- texture. As a result, lights will usually appear to be darker once a projector
- texture is assigned; you can increase **Energy** to compensate for this.
- Unlike omni light projectors, a spot light projector texture doesn't need to
- follow a special format to look correct. It will be mapped in a way similar to a
- :ref:`decal <doc_using_decals>`.
- With the projector texture below, the following result is obtained:
- .. image:: img/lights_and_shadows_spot_projector_example.webp
- .. image:: img/lights_and_shadows_spot_projector.webp
- .. note::
- Spot lights with wide angles will have lower-quality shadows than spot
- lights with narrow angles, as the shadow map is spread over a larger
- surface. At angles wider than 89 degrees, spot light shadows will stop
- working entirely. If you need shadows for wider lights, use an omni light
- instead.
- .. _doc_lights_and_shadows_shadow_atlas:
- Shadow atlas
- ------------
- Unlike Directional lights, which have their own shadow texture, omni and spot
- lights are assigned to slots of a shadow atlas. This atlas can be configured in
- the advanced Project Settings (**Rendering > Lights And Shadows > Positional Shadow**).
- The resolution applies to the whole shadow atlas. This atlas is divided into four quadrants:
- .. image:: img/lights_and_shadows_shadow_quadrants.webp
- Each quadrant can be subdivided to allocate any number of shadow maps; the following is the default subdivision:
- .. image:: img/lights_and_shadows_shadow_quadrants2.webp
- The shadow atlas allocates space as follows:
- - The biggest shadow map size (when no subdivision is used) represents a light the size of the screen (or bigger).
- - Subdivisions (smaller maps) represent shadows for lights that are further away from view and proportionally smaller.
- Every frame, the following procedure is performed for all lights:
- 1. Check if the light is on a slot of the right size. If not, re-render it and move it to a larger/smaller slot.
- 2. Check if any object affecting the shadow map has changed. If it did, re-render the light.
- 3. If neither of the above has happened, nothing is done, and the shadow is left untouched.
- If the slots in a quadrant are full, lights are pushed back to smaller slots,
- depending on size and distance. If all slots in all quadrants are full, some
- lights will not be able to render shadows even if shadows are enabled on them.
- The default shadow allocation strategy allows rendering up to 88 lights with
- shadows enabled in the camera frustum (4 + 4 + 16 + 64):
- 1. The first and most detailed quadrant can store 4 shadows.
- 2. The second quadrant can store 4 other shadows.
- 3. The third quadrant can store 16 shadows, with less detail.
- 4. The fourth and least detailed quadrant can store 64 shadows, with even less detail.
- Using a higher number of shadows per quadrant allows supporting a greater amount
- of total lights with shadows enabled, while also improving performance (as
- shadows will be rendered at a lower resolution for each light). However,
- increasing the number of shadows per quadrant comes at the cost of lower shadow
- quality.
- In some cases, you may want to use a different allocation strategy. For example,
- in a top-down game where all lights are around the same size, you may want to
- set all quadrants to have the same subdivision so that all lights have shadows
- of similar quality level.
- .. _doc_lights_and_shadows_balancing_performance_and_quality:
- Balancing performance and quality
- ---------------------------------
- Shadow rendering is a critical topic in 3D rendering performance. It's important
- to make the right choices here to avoid creating bottlenecks.
- Directional shadow quality settings can be changed at runtime by calling the
- appropriate :ref:`class_RenderingServer` methods.
- Positional (omni/spot) shadow quality settings can be changed at runtime on the
- root :ref:`class_Viewport`.
- Shadow map size
- ^^^^^^^^^^^^^^^
- High shadow resolutions result in sharper shadows, but at a significant
- performance cost. It should also be noted that *sharper shadows are not always
- more realistic*. In most cases, this should be kept at its default value of
- ``4096`` or decreased to ``2048`` for low-end GPUs.
- If positional shadows become too blurry after decreasing the shadow map size,
- you can counteract this by adjusting the
- :ref:`shadow atlas <doc_lights_and_shadows_shadow_atlas>` quadrants to contain
- fewer shadows. This will allow each shadow to be rendered at a higher resolution.
- .. _doc_lights_and_shadows_shadow_filter_mode:
- Shadow filter mode
- ^^^^^^^^^^^^^^^^^^
- Several shadow map quality settings can be chosen here. The default **Soft Low**
- is a good balance between performance and quality for scenes with detailed
- textures, as the texture detail will help make the dithering pattern less noticeable.
- However, in projects with less detailed textures, the shadow dithering pattern
- may be more visible. To hide this pattern, you can either enable
- :ref:`doc_3d_antialiasing_taa`, :ref:`doc_3d_antialiasing_fsr2`,
- :ref:`doc_3d_antialiasing_fxaa`, or increase the shadow filter quality to
- **Soft Medium** or higher.
- The **Soft Very Low** setting will automatically decrease shadow blur to make
- artifacts from the low sample count less visible. Conversely, the **Soft High**
- and **Soft Ultra** settings will automatically increase shadow blur to better
- make use of the increased sample count.
- .. image:: img/lights_and_shadows_filter_quality.webp
- 16-bits versus 32-bit
- ^^^^^^^^^^^^^^^^^^^^^
- By default, Godot uses 16-bit depth textures for shadow map rendering. This is
- recommended in most cases as it performs better without a noticeable difference
- in quality.
- If **16 Bits** is disabled, 32-bit depth textures will be used instead. This
- can result in less artifacting in large scenes and large lights with shadows
- enabled. However, the difference is often barely visible, yet this can have a
- significant performance cost.
- Light/shadow distance fade
- ^^^^^^^^^^^^^^^^^^^^^^^^^^
- OmniLight3D and SpotLight3D offer several properties to hide distant lights.
- This can improve performance significantly in large scenes with dozens of lights
- or more.
- - **Enabled:** Controls whether distance fade (a form of :abbr:`LOD (Level of Detail)`)
- is enabled. The light will fade out over **Begin + Length**, after which it
- will be culled and not sent to the shader at all. Use this to reduce the number
- of active lights in a scene and thus improve performance.
- - **Begin:** The distance from the camera at which the light begins to fade away
- (in 3D units).
- - **Shadow:** The distance from the camera at which the shadow begins to fade away
- (in 3D units). This can be used to fade out shadows sooner compared to the light,
- further improving performance. Only available if shadows are enabled for the light.
- - **Length:** The distance over which the light and shadow fades (in 3D units).
- The light becomes slowly more transparent over this distance and is completely
- invisible at the end. Higher values result in a smoother fade-out transition,
- which is more suited when the camera moves fast.
- .. _doc_lights_and_shadows_pcss_recommendations:
- PCSS recommendations
- ^^^^^^^^^^^^^^^^^^^^
- Percentage-closer soft shadows (PCSS) provide a more realistic shadow mapping
- appearance, with the penumbra size varying depending on the distance between the
- caster and the surface receiving the shadow. This comes at a high performance
- cost, especially for directional lights.
- To avoid performance issues, it's recommended to:
- - Only use a handful of lights with PCSS shadows enabled at a given time. The
- effect is generally most visible on large, bright lights. Secondary light
- sources that are more faint usually don't benefit much from using PCSS
- shadows.
- - Provide a setting for users to disable PCSS shadows. On directional lights,
- this can be done by setting the DirectionalLight3D's
- ``light_angular_distance`` property to ``0.0`` in a script. On positional
- lights, this can be done by setting the OmniLight3D or SpotLight3D's
- ``light_size`` property to ``0.0`` in a script.
- Projector filter mode
- ^^^^^^^^^^^^^^^^^^^^^
- The way projectors are rendered also has an impact on performance. The
- **Rendering > Textures > Light Projectors > Filter** advanced project setting
- lets you control how projector textures should be filtered. **Nearest/Linear** do
- not use mipmaps, which makes them faster to render. However, projectors will
- look grainy at distance. **Nearest/Linear Mipmaps** will look smoother at a
- distance, but projectors will look blurry when viewed from oblique angles. This
- can be resolved by using **Nearest/Linear Mipmaps Anisotropic**, which is the
- highest-quality mode, but also the most expensive.
- If your project has a pixel art style, consider setting the filter to one of the
- **Nearest** values so that projectors use nearest-neighbor filtering. Otherwise,
- stick to **Linear**.
|