Enable 16-bit shadow atlas by default in the RenderingServer methods
16-bit shadow atlases are already the default in the project settings, but low-level methods used 24-bit shadows by default. This makes low-level methods more consistent with the default project settings to avoid accidental performance issues when users change the shadow size at run-time.
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@ -473,7 +473,7 @@ public:
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virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) = 0;
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virtual void light_directional_set_sky_only(RID p_light, bool p_sky_only) = 0;
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virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false) = 0;
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virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) = 0;
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enum ShadowQuality {
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SHADOW_QUALITY_HARD,
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@ -847,7 +847,7 @@ public:
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virtual void viewport_set_sdf_oversize_and_scale(RID p_viewport, ViewportSDFOversize p_oversize, ViewportSDFScale p_scale) = 0;
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virtual void viewport_set_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits = false) = 0;
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virtual void viewport_set_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits = true) = 0;
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virtual void viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) = 0;
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enum ViewportMSAA {
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