summaryrefslogtreecommitdiffstats
path: root/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp
Commit message (Collapse)AuthorAgeFilesLines
* RenderingServer reorganizationreduz2020-12-041-1801/+0
|
* Environment brightness, contrast, saturation restore with color correction.clayjohn2020-11-281-2/+7
| | | | | | | | | Allow gradients and 2d images. Use shader versions for LUT in tonemap Co-authored-by: alex-poe <3957610+CptPotato@users.noreply.github.com> Co-authored-by: QbieShay <cislaghi.ilaria@gmail.com> Co-authored-by: Clay John <claynjohn@gmail.com>
* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-1/+1
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* Implement CanvasGroup and CanvasItem clippingreduz2020-10-281-3/+34
| | | | | | | | -Allows merging several 2D objects into a single draw operation -Use current node to clip children nodes -Further fixes to Vulkan barriers -Changed font texture generation to white, fixes dark eges when blurred -Other small misc fixes to backbuffer code.
* Merge pull request #38097 from Calinou/add-viewport-debandingJuan Linietsky2020-10-191-0/+1
|\ | | | | Add a debanding property to Viewport
| * Add a debanding property to ViewportHugo Locurcio2020-08-141-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | It can be enabled in the Project Settings (`rendering/quality/screen_filters/use_debanding`). It's disabled by default as it has a small performance impact and can make PNG screenshots much larger (due to how dithering works). It will also slightly brighten the scene's dark areas. As a result, it should be enabled only when banding is noticeable enough. This closes #17006.
* | Revert "Replace SAO implementation with MSSAO"Juan Linietsky2020-10-181-330/+139
| |
* | Merge pull request #42077 from clayjohn/MSSAOJuan Linietsky2020-10-181-139/+330
|\ \ | | | | | | Replace SAO implementation with MSSAO
| * | Replace SAO implementation with MSSAOclayjohn2020-10-181-139/+330
| | |
* | | Optimize Glow with local memoryclayjohn2020-10-181-20/+12
|/ /
* | Free a SortShader and a ParticlesCopyShaderunknown2020-10-121-0/+1
| |
* | Re-Implement GPU particles on master.Juan Linietsky2020-09-021-0/+85
| | | | | | | | | | -No new features yet -Unlike godot 3.x, sorting happens using GPU
* | Add high quality glow modeclayjohn2020-08-311-2/+2
| |
* | Fix recent glow regressionsclayjohn2020-08-291-3/+3
| |
* | Add fog to sky shadersclayjohn2020-08-191-2/+2
|/
* Added volumetric fog effect.Juan Linietsky2020-08-131-0/+59
|
* Fix spelling & grammar in comments, docs, and messagesAndy Maloney2020-07-211-1/+1
|
* Fixes recently introduced shader leaksqarmin2020-06-271-0/+1
|
* Addition of SDFGI for open world global illuminationJuan Linietsky2020-06-261-5/+48
| | | | Move GI to a deferred pass
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-40/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* New lightmapperJuan Linietsky2020-05-101-1/+29
| | | | | | | -Added LocalVector (needed it) -Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too) -Fixes and changes all around the place -Added library for 128 bits fixed point (required for Delaunay3D)
* Revert "Renamed plane's d to distance"Rémi Verschelde2020-05-101-1/+1
| | | | | | | This reverts commit ec7b481170dcd6a7b4cf0e6c1221e204ff7945f3. This was wrong, `d` is not a distance but the `d` constant in the parametric equation `ax + by + cz = d` describing the plane.
* Renamed plane's d to distanceMarcus Elg2020-05-101-1/+1
|
* Add support for projectors in spot and omni lights.Juan Linietsky2020-04-141-2/+3
|
* Merge pull request #37861 from reduz/implement-decalsRémi Verschelde2020-04-141-3/+30
|\ | | | | Implement decals
| * Implement decalsJuan Linietsky2020-04-141-3/+30
| | | | | | | | | | | | Also implemented decal atlas, so projectors and other stuff can be added. Sidenote: Had to make RID hashable, so some unrelated includes changed in order to include it in hashfuncs.h
* | Fixes leak with CopyToFbShaderRDqarmin2020-04-131-1/+2
|/
* Add screen space AA option, with FXAA implementation.Juan Linietsky2020-04-121-0/+4
|
* Moved most of the effect code to compute.Juan Linietsky2020-04-111-147/+207
| | | | | Simplifies it and improves performance. Improves image barrier handling per mipmap on RenderingDeviceVulkan
* Refactored shadowmapping.Juan Linietsky2020-04-081-0/+20
| | | | | | | | | - Made shadow bias size independent, so it will remain when changing light or camera size. - Implemented normal offset bias, which greatly enhances quality. - Added transmission to subsurface scattering - Reimplemented shadow filter modes Closes #17260
* Fixed leak with SpecularMergeShaderRDqarmin2020-04-041-9/+11
|
* Re-implement subsurface scattering.Juan Linietsky2020-04-041-2/+67
| | | | | | | | The size settings are more "just works", with default scale and depth scale values that don't need much tweaking. Additionally, a "skin" mode was added so skin looks better. EDIT: Cleaned up SSR filter shader a bit.
* Re-Added screen space reflection.Juan Linietsky2020-04-021-0/+321
|
* Fix copyright headers for recently added filesRémi Verschelde2020-03-281-1/+3
|
* Renaming of servers for coherency.Juan Linietsky2020-03-271-0/+1092
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.