Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Unify y-flip behavior for sky in RD backends | clayjohn | 2024-11-19 | 1 | -2/+2 |
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* | Fix incorrect depth comparison used to calculate volumetric fog shadowing | m-pranav-r | 2024-10-16 | 1 | -0/+1 |
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* | SCons: Add unobtrusive type hints in SCons files | Thaddeus Crews | 2024-09-25 | 1 | -0/+1 |
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* | Style: Apply new `clang-format` changes | Thaddeus Crews | 2024-09-20 | 2 | -4/+6 |
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* | Add Metal support for macOS (arm64) and iOS | Stuart Carnie | 2024-08-20 | 2 | -14/+14 |
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* | Add fixed fog to the sky in the Compatibility renderer | clayjohn | 2024-08-17 | 1 | -4/+4 |
| | | | | And apply luminance multiplier after fog in RD renderer | ||||
* | Use Reverse Z for the depth buffer | Khasehemwy | 2024-04-04 | 3 | -8/+10 |
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* | Fixup SDFGI shader compilation error after #80390 | Rémi Verschelde | 2024-01-03 | 1 | -1/+1 |
| | | | | | | My mistake, I added this when rebasing and didn't notice that it was a .glsl file and thus the availability of Math was not confirmed by the C++ compiler. | ||||
* | Fix potential integer underflow in rounded up divisions | EddieBreeg | 2024-01-02 | 1 | -1/+1 |
| | | | | | | | | | | A new `Math::division_round_up()` function was added, allowing for easy and correct computation of integer divisions when the result needs to be rounded up. Fixes #80358. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com> | ||||
* | Use best fit normals for storing screen space normals | clayjohn | 2023-12-21 | 2 | -1/+6 |
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* | Fixes spotlight's cluster artifacts and negative light. | viksl | 2023-10-01 | 1 | -2/+3 |
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* | Draw sky as a fullscreen triangle | Matias N. Goldberg | 2023-08-05 | 1 | -1/+1 |
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* | Merge pull request #77740 from ChibiDenDen/simplify_vulkan | Yuri Sizov | 2023-07-12 | 2 | -35/+9 |
|\ | | | | | | | Replace sampler arrays with constant sampler elements, simplify and reuse code for all shaders | ||||
| * | replace sampler arrays with constant sampler elements | ChibiDenDen | 2023-06-22 | 2 | -35/+9 |
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* | | Fix volumetric fog in stereo by projection vertex in combined space | Bastiaan Olij | 2023-06-20 | 1 | -0/+6 |
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* | Merge pull request #76053 from MightiestGoat/fix-sky-auto-exposure | Rémi Verschelde | 2023-05-24 | 1 | -1/+1 |
|\ | | | | | | | Fix the grainy sky while using debanding. | ||||
| * | Fix the grainy sky while using debanding | mightygoat | 2023-04-15 | 1 | -1/+1 |
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* | | Fix unsupported sampler filter used for voxel GI | Pedro J. Estébanez | 2023-04-26 | 1 | -0/+8 |
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* | Apply sky fog after luminance multiplier | RandomCatDude | 2023-04-08 | 1 | -4/+4 |
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* | fix spotlight shadows in volumetric fog | RandomCatDude | 2023-02-25 | 1 | -14/+5 |
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* | Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and ↵ | Marius Hanl | 2023-01-31 | 1 | -10/+11 |
| | | | | | | | | | | | GPUParticles*3D - Extents are replaced by Size (Size is Extents * 2) - The UI text displays 'Size' - Snapping is adjusted to work with Size - _set and _get handle extents for compatibility Co-authored-by: ator-dev <dominic.codedeveloper@gmail.com> | ||||
* | Convert en_GB spelling to en_US with codespell | Rémi Verschelde | 2023-01-23 | 2 | -18/+18 |
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* | Cleanup and improve sky render | Bastiaan Olij | 2022-12-23 | 1 | -17/+44 |
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* | Don't attempt to create or use an R8_UINT texture as storage if VRS is not ↵ | clayjohn | 2022-12-16 | 1 | -0/+6 |
| | | | | supported | ||||
* | Fix volumetric fog not rendering at densities lower than or equal to 0.001 | Hugo Locurcio | 2022-10-13 | 1 | -1/+1 |
| | | | | | This allows volumetric fog to render with the lowest density that can be specified in the inspector (0.0001). | ||||
* | Make dependencies with shader includes in subfolders | Bastiaan Olij | 2022-09-26 | 1 | -1/+1 |
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* | Move debanding into internal sky shader code so that it is applied after ↵ | clayjohn | 2022-09-13 | 1 | -0/+13 |
| | | | | | | everything else. This ensures that the debanding does not scale with exposure or any other effect. | ||||
* | Merge pull request #60185 from Calinou/environment-fog-and-sky-affect | Rémi Verschelde | 2022-09-01 | 1 | -19/+20 |
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| * | Add Environment properties to control fog rendering on background sky | Hugo Locurcio | 2022-09-01 | 1 | -19/+20 |
| | | | | | | | | | | | | | | | | | | | | Values lower than 1.0 can be used to make the fog rendering not fully obstruct the sky. This can be desired when using fog as a purely atmospheric effect, without intending to use fog for open world fog fading. When set to 0.0, fog rendering behavior will be similar to Godot 3.x where sky rendering was never affected by fog. | ||||
* | | Implement Physical Light Units as an optional setting. | clayjohn | 2022-08-31 | 7 | -19/+34 |
| | | | | | | | | | | | | This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value. In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes. | ||||
* | | Add a per-light volumetric fog energy property | Hugo Locurcio | 2022-08-30 | 1 | -42/+47 |
|/ | | | | | | | | | | | | | | Per-light energy gives more control to the user on the final result of volumetric fog. Specific lights can be fully excluded from volumetric fog by setting their volumetric fog energy to 0, which improves performance slightly. This can also be used to prevent short-lived dynamic effects from poorly interacting with volumetric fog, as it's updated over several frames by default unless temporal reprojection is disabled. Volumetric fog shadows now obey Light3D's Shadow Opacity property as well. The shadow fog fade property was removed as it had little visible impact on the final scene's rendering. | ||||
* | Add a shadow opacity property to Light3D | Hugo Locurcio | 2022-08-07 | 1 | -3/+3 |
| | | | | | | | This can be used to make shadows translucent for a specific light. The light distance fade system also uses this to smoothly fade the shadow when the light fade transition distance is greater than 0. | ||||
* | Keep SdfgiDebug shader's push constant size <= 128 | Pedro J. Estébanez | 2022-07-29 | 1 | -9/+15 |
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* | Rename RenderingServer global shader uniform methods to be more explicit | Hugo Locurcio | 2022-07-28 | 2 | -4/+4 |
| | | | | | The `global_shader_uniform` name is longer, but it makes it much easier to find the methods when searching in the class reference. | ||||
* | Move Sky(RD) into environment | Bastiaan Olij | 2022-07-26 | 3 | -0/+1344 |
| | | | | Move Fog logic from render scene render to fog | ||||
* | Fix various typos not caught by codespell | luz paz | 2022-07-21 | 1 | -1/+1 |
| | | | Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600 | ||||
* | Adding Variable Rate Shading support to Godot | Bastiaan Olij | 2022-07-17 | 1 | -33/+125 |
| | | | | | Improve GI renderer and add VRS support Implement render device has_feature and move subgroup settings to limit_get | ||||
* | SCons: Properly track codegen script dependency for generated GLSL headers | Rémi Verschelde | 2022-07-02 | 1 | -1/+1 |
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* | Split GI effects and fix stereoscopic rendering of GI effects | Bastiaan Olij | 2022-06-22 | 10 | -0/+4272 |