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path: root/servers/rendering/renderer_rd/shaders/environment
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* Unify y-flip behavior for sky in RD backendsclayjohn2024-11-191-2/+2
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* Fix incorrect depth comparison used to calculate volumetric fog shadowingm-pranav-r2024-10-161-0/+1
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* SCons: Add unobtrusive type hints in SCons filesThaddeus Crews2024-09-251-0/+1
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* Style: Apply new `clang-format` changesThaddeus Crews2024-09-202-4/+6
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* Add Metal support for macOS (arm64) and iOSStuart Carnie2024-08-202-14/+14
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* Add fixed fog to the sky in the Compatibility rendererclayjohn2024-08-171-4/+4
| | | | And apply luminance multiplier after fog in RD renderer
* Use Reverse Z for the depth bufferKhasehemwy2024-04-043-8/+10
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* Fixup SDFGI shader compilation error after #80390Rémi Verschelde2024-01-031-1/+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 divisionsEddieBreeg2024-01-021-1/+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 normalsclayjohn2023-12-212-1/+6
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* Fixes spotlight's cluster artifacts and negative light.viksl2023-10-011-2/+3
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* Draw sky as a fullscreen triangleMatias N. Goldberg2023-08-051-1/+1
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* Merge pull request #77740 from ChibiDenDen/simplify_vulkanYuri Sizov2023-07-122-35/+9
|\ | | | | | | Replace sampler arrays with constant sampler elements, simplify and reuse code for all shaders
| * replace sampler arrays with constant sampler elementsChibiDenDen2023-06-222-35/+9
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* | Fix volumetric fog in stereo by projection vertex in combined spaceBastiaan Olij2023-06-201-0/+6
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* Merge pull request #76053 from MightiestGoat/fix-sky-auto-exposureRémi Verschelde2023-05-241-1/+1
|\ | | | | | | Fix the grainy sky while using debanding.
| * Fix the grainy sky while using debandingmightygoat2023-04-151-1/+1
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* | Fix unsupported sampler filter used for voxel GIPedro J. Estébanez2023-04-261-0/+8
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* Apply sky fog after luminance multiplierRandomCatDude2023-04-081-4/+4
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* fix spotlight shadows in volumetric fogRandomCatDude2023-02-251-14/+5
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* Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and ↵Marius Hanl2023-01-311-10/+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 codespellRémi Verschelde2023-01-232-18/+18
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* Cleanup and improve sky renderBastiaan Olij2022-12-231-17/+44
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* Don't attempt to create or use an R8_UINT texture as storage if VRS is not ↵clayjohn2022-12-161-0/+6
| | | | supported
* Fix volumetric fog not rendering at densities lower than or equal to 0.001Hugo Locurcio2022-10-131-1/+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 subfoldersBastiaan Olij2022-09-261-1/+1
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* Move debanding into internal sky shader code so that it is applied after ↵clayjohn2022-09-131-0/+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-affectRémi Verschelde2022-09-011-19/+20
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| * Add Environment properties to control fog rendering on background skyHugo Locurcio2022-09-011-19/+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.clayjohn2022-08-317-19/+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 propertyHugo Locurcio2022-08-301-42/+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 Light3DHugo Locurcio2022-08-071-3/+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 <= 128Pedro J. Estébanez2022-07-291-9/+15
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* Rename RenderingServer global shader uniform methods to be more explicitHugo Locurcio2022-07-282-4/+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 environmentBastiaan Olij2022-07-263-0/+1344
| | | | Move Fog logic from render scene render to fog
* Fix various typos not caught by codespellluz paz2022-07-211-1/+1
| | | Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600
* Adding Variable Rate Shading support to GodotBastiaan Olij2022-07-171-33/+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 headersRémi Verschelde2022-07-021-1/+1
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* Split GI effects and fix stereoscopic rendering of GI effectsBastiaan Olij2022-06-2210-0/+4272