AeThex-Engine-Core/engine/doc/classes/XRVRS.xml
MrPiglr 9dddce666d
🚀 AeThex Engine v1.0 - Complete Fork
- Forked from Godot Engine 4.7-dev (MIT License)
- Rebranded to AeThex Engine with cyan/purple theme
- Added AI-powered development assistant module
- Integrated Claude API for code completion & error fixing
- Custom hexagon logo and branding
- Multi-platform CI/CD (Windows, Linux, macOS)
- Built Linux editor binary (151MB)
- Complete source code with all customizations

Tech Stack:
- C++ game engine core
- AI Module: Claude 3.5 Sonnet integration
- Build: SCons, 14K+ source files
- License: MIT (Godot) + Custom (AeThex features)

Ready for Windows build via GitHub Actions!
2026-02-23 05:01:56 +00:00

33 lines
1.7 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="XRVRS" inherits="Object" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Helper class for XR interfaces that generates VRS images.
</brief_description>
<description>
This class is used by various XR interfaces to generate VRS textures that can be used to speed up rendering.
</description>
<tutorials>
</tutorials>
<methods>
<method name="make_vrs_texture">
<return type="RID" />
<param index="0" name="target_size" type="Vector2" />
<param index="1" name="eye_foci" type="PackedVector2Array" />
<description>
Generates the VRS texture based on a render [param target_size] adjusted by our VRS tile size. For each eyes focal point passed in [param eye_foci] a layer is created. Focal point should be in NDC.
The result will be cached, requesting a VRS texture with unchanged parameters and settings will return the cached RID.
</description>
</method>
</methods>
<members>
<member name="vrs_min_radius" type="float" setter="set_vrs_min_radius" getter="get_vrs_min_radius" default="20.0">
The minimum radius around the focal point where full quality is guaranteed if VRS is used as a percentage of screen size.
</member>
<member name="vrs_render_region" type="Rect2i" setter="set_vrs_render_region" getter="get_vrs_render_region" default="Rect2i(0, 0, 0, 0)">
The render region that the VRS texture will be scaled to when generated.
</member>
<member name="vrs_strength" type="float" setter="set_vrs_strength" getter="get_vrs_strength" default="1.0">
The strength used to calculate the VRS density map. The greater this value, the more noticeable VRS is.
</member>
</members>
</class>