godot/doc/classes/XRVRS.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_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>