Distance Field
Originally some other options included optimisations methods for JFA and for 1.3 there was a plan for adding a different algorithm FHA. These have been removed due to overall performance improvements and the fact that scaling down gives the best improvement overall. Alternative algorithms will be looked at for a future update.
Extra Passes
Allows for extra passes at the smallest step mark to improve on any inaccuracies that may be present. This does however incur a full render pass cost on top of the existing render passes.
Process Mask Size
This is an optimisation that can improve the performance of distance field generation. It also limits how much of the output result gets rendered to. The value increases in powers of two however the process mask itself expands for each level so it's not a 1:1 correlation.
Max Pixel Distance
This is another optimisation. This limits the number of passes performed by the Jump Flood Algorithm which is the algorithm used to generate the distance field. The passes themselves are a descending power of 2.
Normally a full screen distance field will perform a number of passes relative to the viewport resolution. For example, a resolution of 1080p starts at the nearest power of 2 higher which would be 2048 and then runs for 11 passes.
However, if you only needed an outline of a maximum of 32 pixels thick, you can use the max pixel distance so that it runs for just 5 passes.
Distance Metric
Various distance metrics can be used for stylistic effect or very minor performance improvements with the options being:
Euclidean (without square root)
Manhattan
Chebyshev
Octogonal
Octogonal alt - different formula
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