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* Merge commit godotengine/godot@f128f383e892865379cb8b14e7bcc9858efe2973Spartan3222024-11-271-2/+2
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| * Merge pull request #99220 from Flarkk/fix_sss_reverse_zThaddeus Crews2024-11-271-2/+2
| |\ | | | | | | | | | Fix regression in SSS with reverse-z
| | * Fix SSS with reverse-zFlorent Guiocheau2024-11-261-2/+2
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* | | Merge commit godotengine/godot@d09d82d433b03bb3773fd2a8cc8d6ccc2f8739ceSpartan3222024-11-267-63/+57
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| * | Merge pull request #99548 from Repiteo/style/clang-format-19-optionsThaddeus Crews2024-11-223-3/+0
| |\ \ | | | | | | | | | | | | Style: Add 19.1.0 LLVM options to `.clang-format`
| | * | Style: Add 19.1.0 LLVM options to `.clang-format`Thaddeus Crews2024-11-223-3/+0
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| * | | Mask out shadows on CanvasItems that don't have a matching item_shadow_maskclayjohn2024-11-212-49/+46
| |/ / | | | | | | | | | This restores the behavior from 3.x
| * | Merge pull request #94981 from Chaosus/shader_fix_screen_uv_in_spatial_lightThaddeus Crews2024-11-213-11/+11
| |\ \ | | | | | | | | | | | | Allow `SCREEN_UV` to be used in light function of spatial shader
| | * | Allow `SCREEN_UV` to be used in light function of spatial shaderChaosus2024-11-193-11/+11
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* | | | Merge commit godotengine/godot@9e6098432aac35bae42c9089a29ba2a80320d823Spartan3222024-11-201-2/+2
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| * | | Unify y-flip behavior for sky in RD backendsclayjohn2024-11-191-2/+2
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* | | Merge commit godotengine/godot@6c05ec3d6732cac44cf85c91db7d3fd1075bcb23Spartan3222024-11-151-7/+7
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| * | Normalize normal tangent and binormal before interpolating in the mobile ↵clayjohn2024-11-131-7/+7
| | | | | | | | | | | | renderer to avoid precision errors on heavily scaled meshes
* | | Merge commit godotengine/godot@87318a2fb7fffeb72adca934e31915be077c3d1fSpartan3222024-11-065-257/+203
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| * | Merge pull request #98701 from DarioSamo/rd-graph-improvementsThaddeus Crews2024-11-041-4/+1
| |\ \ | | | | | | | | | | | | Add dependency detection improvements to the render graph.
| | * | Add dependency detection improvements to the render graph.Dario2024-11-011-4/+1
| | | | | | | | | | | | | | | | | | | | | | | | - Buffers changing their usage are no longer treated as write usage unless the API requires it. - Draw lists are not treated as being dependent on each other if their regions do not intersect despite both being write commands. - Particles were tweaked to use different unused buffers to reduce dependencies.
| * | | Add multiple specialization constants to Forward+ and Mobile.Dario2024-11-044-253/+202
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* | | Merge commit godotengine/godot@8004c7524fb9f43425c4d6f614410a76678e0f7cSpartan3222024-10-305-26/+45
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| * | 2D: Fix various issues and minor performance optimisationsStuart Carnie2024-10-302-10/+6
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| * | Merge pull request #96439 from darksylinc/matias-TheForge-pr03-rebasedClay John2024-10-291-2/+16
| |\ \ | | | | | | | | Add Swappy & Pre-Transformed Swapchain
| | * | Add Swappy & Pre-Transformed SwapchainMatias N. Goldberg2024-10-281-2/+16
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | - Adds Swappy for Android for stable frame pacing - Implements pre-transformed Swapchain so that Godot's compositor is in charge of rotating the screen instead of Android's compositor (performance optimization for phones that don't have HW rotator) ============================ The work was performed by collaboration of TheForge and Google. I am merely splitting it up into smaller PRs and cleaning it up. Changes from original PR: - Removed "display/window/frame_pacing/android/target_frame_rate" option to use Engine::get_max_fps instead. - Target framerate can be changed at runtime using Engine::set_max_fps. - Swappy is enabled by default. - Added documentation. - enable_auto_swap setting is replaced with swappy_mode.
| * | | Fix soft shadows by increasing the bit count for specialization constants.Dario2024-10-282-14/+23
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* | | Merge commit godotengine/godot@b3bcb2dc14691f7729984128dca26a844f662fa1Spartan3222024-10-221-0/+1
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| * | Merge pull request #98226 from m-pranav-r/fix-volumetric-shadowsThaddeus Crews2024-10-211-0/+1
| |\ \ | | | | | | | | | | | | Fix incorrect depth comparison used to calculate volumetric fog shadowing
| | * | Fix incorrect depth comparison used to calculate volumetric fog shadowingm-pranav-r2024-10-161-0/+1
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* | | Merge commit godotengine/godot@80f0b33313dae52d072ba2771a88ebcc4f0b4d6dSpartan3222024-10-181-5/+1
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| * | Move preprocessor to end of line for iterator, remove redeclaration ↵EnlightenedOne2024-10-141-5/+1
| |/ | | | | | | incompatible with ubershader method definitions
* / Rebrand preambles to RedotDubhghlas McLaughlin2024-10-111-0/+2
|/ | | | | | | | | | | | | | | | | | | | | | Credits: Co-authored-by: Skogi <skogi.b@gmail.com> Co-authored-by: Spartan322 <Megacake1234@gmail.com> Co-authored-by: swashberry <swashdev@pm.me> Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: radenthefolf <radenthefolf@gmail.com> Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com> Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com> Co-authored-by: decryptedchaos <nixgod@gmail.com> Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com> Co-authored-by: Mister Puma <MisterPuma80@gmail.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: SingleError <isaaconeoneone@gmail.com> Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
* Implement asynchronous transfer queues, thread guards on RenderingDevice. ↵Dario2024-10-027-224/+403
| | | | | | | | | | | Add ubershaders and rework pipeline caches for Forward+ and Mobile. - Implements asynchronous transfer queues from PR #87590. - Adds ubershaders that can run with specialization constants specified as push constants. - Pipelines with specialization constants can compile in the background. - Added monitoring for pipeline compilations. - Materials and shaders can now be created asynchronously on background threads. - Meshes that are loaded on background threads can also compile pipelines as part of the loading process.
* Clamp UV-coordinates to centers of outermost texels when configured to do soPatrick Owen2024-09-291-1/+2
| | | | In addition, fix region_filter_clip_enabled documentation to be consistent with AtlasTexture.xml, since that is the option whose behavior was fixed
* Merge pull request #83360 from ywmaa/vertex_shadingRémi Verschelde2024-09-293-186/+412
|\ | | | | | | Implement vertex shading
| * Implement vertex shadingywmaa2024-09-293-186/+412
| | | | | | | | | | | | | | | | This adds support in all backends, but the Compatibility renderer works the best. Mobile and Forward+ can only support one directional light shader (the first in the tree) While the Compatibility renderer supports any number of shadows. Co-authored-by: Clay John <claynjohn@gmail.com>
* | Combine texture and instance data into one uniform set in the 2D rendererclayjohn2024-09-271-5/+5
|/ | | | Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com>
* Merge pull request #97428 from clayjohn/shadow-filter-jitter-rebaseRémi Verschelde2024-09-264-42/+42
|\ | | | | | | Jitter shadow map dithering pattern across frames when TAA is enabled
| * Jitter shadow map dithering pattern across frames when TAA is enabledHugo Locurcio2024-09-244-42/+42
| | | | | | | | | | | | | | | | | | | | This improves shadow quality by reducing the visibility of the noisy pattern caused by dithering. This jittering also applies when FSR2 is enabled, as it provides its own form of temporal antialiasing. Co-authored-by: Clay John <claynjohn@gmail.com>
* | Merge pull request #96923 from Repiteo/style/warning-admonitionRémi Verschelde2024-09-262-5/+9
|\ \ | | | | | | | | | Style: Add `WARNING:` as new comment admonition
| * | Style: Add `WARNING:` as new comment admonitionThaddeus Crews2024-09-252-5/+9
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* | | SCons: Add unobtrusive type hints in SCons filesThaddeus Crews2024-09-256-0/+6
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* / Fix incorrect Reinhard tonemap operatorRie2024-09-251-2/+6
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* Calculate pixel snap in canvas space instead of world spaceclayjohn2024-09-201-2/+2
| | | | This ensures that you are actually snapping to pixels in the viewport and not an arbitrary amount
* Style: Apply new `clang-format` changesThaddeus Crews2024-09-206-23/+27
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* 2D: Add batching to RendererCanvasRenderRDStuart Carnie2024-09-122-47/+72
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* LightmapGI: Pack L1 SH coefficients for directional lightmapsBlueCube33102024-09-052-19/+18
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* Merge pull request #86809 from clayjohn/TAA-disocclusionRémi Verschelde2024-09-031-1/+3
|\ | | | | | | Tune TAA disocclusion scale to avoid rejecting all samples during motion.
| * Tune TAA disocclusion scale to avoid rejecting all samples during motion.clayjohn2024-01-041-1/+3
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* | Merge pull request #96426 from clayjohn/RD-reflection-probe-roughnessRémi Verschelde2024-09-031-1/+1
|\ \ | | | | | | | | | Use non-linear mapping for ReflectionProbe mip levels to match sky
| * | Use non-linear mapping for ReflectionProbe mip levels to match skyclayjohn2024-09-011-1/+1
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* | | Merge pull request #93448 from clayjohn/transmittance-fixesRémi Verschelde2024-09-032-28/+36
|\ \ \ | |/ / |/| | | | | Various fixes for transmittance effect
| * | Various fixes for transmittance effectclayjohn2024-06-212-28/+36
| | | | | | | | | | | | | | | | | | | | | | | | Use correct shadow sampling for omni and spot lights Disable transmittance if shadows are disabled Correct DirectionalLight transmittance bias to match shadow bias (its still pretty sensitive though)
* | | Add `CLIP_SPACE_FAR` built-in to spatial shaderChaosus2024-08-272-0/+4
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