diff options
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
9 files changed, 123 insertions, 75 deletions
diff --git a/servers/rendering/renderer_rd/shaders/effects/copy.glsl b/servers/rendering/renderer_rd/shaders/effects/copy.glsl index 5cc2ed7622..3a82861057 100644 --- a/servers/rendering/renderer_rd/shaders/effects/copy.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/copy.glsl @@ -14,8 +14,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; #define FLAG_FLIP_Y (1 << 5) #define FLAG_FORCE_LUMINANCE (1 << 6) #define FLAG_COPY_ALL_SOURCE (1 << 7) -#define FLAG_HIGH_QUALITY_GLOW (1 << 8) -#define FLAG_ALPHA_TO_ONE (1 << 9) +#define FLAG_ALPHA_TO_ONE (1 << 8) layout(push_constant, std430) uniform Params { ivec4 section; @@ -93,25 +92,14 @@ void main() { #ifdef MODE_GAUSSIAN_BLUR // First pass copy texture into 16x16 local memory for every 8x8 thread block - vec2 quad_center_uv = clamp(vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.5) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw)); + vec2 quad_center_uv = clamp(vec2(params.section.xy + gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.5) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw)); uint dest_index = gl_LocalInvocationID.x * 2 + gl_LocalInvocationID.y * 2 * 16; -#ifdef MODE_GLOW - if (bool(params.flags & FLAG_HIGH_QUALITY_GLOW)) { - vec2 quad_offset_uv = clamp((vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.0)) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw)); - - local_cache[dest_index] = (textureLod(source_color, quad_center_uv, 0) + textureLod(source_color, quad_offset_uv, 0)) * 0.5; - local_cache[dest_index + 1] = (textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.z, 0.0), 0) + textureLod(source_color, quad_offset_uv + vec2(1.0 / params.section.z, 0.0), 0)) * 0.5; - local_cache[dest_index + 16] = (textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0) + textureLod(source_color, quad_offset_uv + vec2(0.0, 1.0 / params.section.w), 0)) * 0.5; - local_cache[dest_index + 16 + 1] = (textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0) + textureLod(source_color, quad_offset_uv + vec2(1.0 / params.section.zw), 0)) * 0.5; - } else -#endif - { - local_cache[dest_index] = textureLod(source_color, quad_center_uv, 0); - local_cache[dest_index + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.z, 0.0), 0); - local_cache[dest_index + 16] = textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0); - local_cache[dest_index + 16 + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0); - } + local_cache[dest_index] = textureLod(source_color, quad_center_uv, 0); + local_cache[dest_index + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.z, 0.0), 0); + local_cache[dest_index + 16] = textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0); + local_cache[dest_index + 16 + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0); + #ifdef MODE_GLOW if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) { // Tonemap initial samples to reduce weight of fireflies: https://graphicrants.blogspot.com/2013/12/tone-mapping.html diff --git a/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl index 46bb99794d..6137224162 100644 --- a/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl @@ -88,6 +88,7 @@ layout(push_constant, std430) uniform Params { } params; +#ifndef MODE_SET_COLOR #ifdef MULTIVIEW layout(location = 0) in vec3 uv_interp; #else @@ -106,6 +107,7 @@ layout(set = 0, binding = 0) uniform sampler2D source_color; layout(set = 1, binding = 0) uniform sampler2D source_color2; #endif /* MODE_TWO_SOURCES */ #endif /* MULTIVIEW */ +#endif /* !SET_COLOR */ layout(location = 0) out vec4 frag_color; diff --git a/servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl b/servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl index c8eb78a2f0..221e97bece 100644 --- a/servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* fsr_upscale.glsl */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ +/**************************************************************************/ +/* fsr_upscale.glsl */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ #[compute] diff --git a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl index 9d8294a7da..631d1968b0 100644 --- a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl @@ -66,6 +66,19 @@ void main() { vec4 normal_roughness = imageLoad(source_normal_roughness, ssC); vec3 normal = normal_roughness.xyz * 2.0 - 1.0; + float roughness = normal_roughness.w; + + // The roughness cutoff of 0.6 is chosen to match the roughness fadeout from GH-69828. + if (roughness > 0.6) { + // Do not compute SSR for rough materials to improve performance at the cost of + // subtle artifacting. +#ifdef MODE_ROUGH + imageStore(blur_radius_image, ssC, vec4(0.0)); +#endif + imageStore(ssr_image, ssC, vec4(0.0)); + return; + } + normal = normalize(normal); normal.y = -normal.y; //because this code reads flipped @@ -81,8 +94,6 @@ void main() { imageStore(ssr_image, ssC, vec4(0.0)); return; } - //ray_dir = normalize(view_dir - normal * dot(normal,view_dir) * 2.0); - //ray_dir = normalize(vec3(1.0, 1.0, -1.0)); //////////////// @@ -212,6 +223,9 @@ void main() { float grad = (steps_taken + 1.0) / float(params.num_steps); float initial_fade = params.curve_fade_in == 0.0 ? 1.0 : pow(clamp(grad, 0.0, 1.0), params.curve_fade_in); float fade = pow(clamp(1.0 - grad, 0.0, 1.0), params.distance_fade) * initial_fade; + // This is an ad-hoc term to fade out the SSR as roughness increases. Values used + // are meant to match the visual appearance of a ReflectionProbe. + float roughness_fade = smoothstep(0.4, 0.7, 1.0 - normal_roughness.w); final_pos = pos; vec4 final_color; @@ -220,7 +234,6 @@ void main() { // if roughness is enabled, do screen space cone tracing float blur_radius = 0.0; - float roughness = normal_roughness.w; if (roughness > 0.001) { float cone_angle = min(roughness, 0.999) * M_PI * 0.5; @@ -246,7 +259,7 @@ void main() { #endif // MODE_ROUGH - final_color = vec4(imageLoad(source_diffuse, ivec2(final_pos - 0.5)).rgb, fade * margin_blend); + final_color = vec4(imageLoad(source_diffuse, ivec2(final_pos - 0.5)).rgb, fade * margin_blend * roughness_fade); // Schlick term. float metallic = texelFetch(source_metallic, ssC << 1, 0).w; diff --git a/servers/rendering/renderer_rd/shaders/environment/gi.glsl b/servers/rendering/renderer_rd/shaders/environment/gi.glsl index ab927df678..459c4dcb1d 100644 --- a/servers/rendering/renderer_rd/shaders/environment/gi.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/gi.glsl @@ -108,7 +108,9 @@ layout(set = 0, binding = 18, std140) uniform SceneData { } scene_data; +#ifdef USE_VRS layout(r8ui, set = 0, binding = 19) uniform restrict readonly uimage2D vrs_buffer; +#endif layout(push_constant, std430) uniform Params { uint max_voxel_gi_instances; @@ -661,6 +663,7 @@ void main() { ivec2 pos = ivec2(gl_GlobalInvocationID.xy); uint vrs_x, vrs_y; +#ifdef USE_VRS if (sc_use_vrs) { ivec2 vrs_pos; @@ -684,6 +687,7 @@ void main() { return; } } +#endif if (sc_half_res) { pos <<= 1; @@ -708,6 +712,7 @@ void main() { imageStore(ambient_buffer, pos, ambient_light); imageStore(reflection_buffer, pos, reflection_light); +#ifdef USE_VRS if (sc_use_vrs) { if (vrs_x > 1) { imageStore(ambient_buffer, pos + ivec2(1, 0), ambient_light); @@ -766,4 +771,5 @@ void main() { imageStore(reflection_buffer, pos + ivec2(3, 3), reflection_light); } } +#endif } diff --git a/servers/rendering/renderer_rd/shaders/environment/sky.glsl b/servers/rendering/renderer_rd/shaders/environment/sky.glsl index d523461600..bf974a3fd5 100644 --- a/servers/rendering/renderer_rd/shaders/environment/sky.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/sky.glsl @@ -14,7 +14,7 @@ layout(location = 0) out vec2 uv_interp; layout(push_constant, std430) uniform Params { mat3 orientation; - vec4 projections[MAX_VIEWS]; + vec4 projection; // only applicable if not multiview vec3 position; float time; vec3 pad; @@ -54,7 +54,7 @@ layout(location = 0) in vec2 uv_interp; layout(push_constant, std430) uniform Params { mat3 orientation; - vec4 projections[MAX_VIEWS]; + vec4 projection; // only applicable if not multiview vec3 position; float time; vec3 pad; @@ -82,7 +82,10 @@ layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalShaderUnifor } global_shader_uniforms; -layout(set = 0, binding = 2, std140) uniform SceneData { +layout(set = 0, binding = 2, std140) uniform SkySceneData { + mat4 view_inv_projections[2]; + vec4 view_eye_offsets[2]; + bool volumetric_fog_enabled; // 4 - 4 float volumetric_fog_inv_length; // 4 - 8 float volumetric_fog_detail_spread; // 4 - 12 @@ -101,7 +104,7 @@ layout(set = 0, binding = 2, std140) uniform SceneData { uint pad1; // 4 - 60 uint pad2; // 4 - 64 } -scene_data; +sky_scene_data; struct DirectionalLightData { vec4 direction_energy; @@ -124,6 +127,9 @@ layout(set = 2, binding = 0) uniform textureCube radiance; #ifdef USE_CUBEMAP_PASS layout(set = 2, binding = 1) uniform textureCube half_res; layout(set = 2, binding = 2) uniform textureCube quarter_res; +#elif defined(USE_MULTIVIEW) +layout(set = 2, binding = 1) uniform texture2DArray half_res; +layout(set = 2, binding = 2) uniform texture2DArray quarter_res; #else layout(set = 2, binding = 1) uniform texture2D half_res; layout(set = 2, binding = 2) uniform texture2D quarter_res; @@ -169,15 +175,15 @@ vec4 volumetric_fog_process(vec2 screen_uv) { } vec4 fog_process(vec3 view, vec3 sky_color) { - vec3 fog_color = mix(scene_data.fog_light_color, sky_color, scene_data.fog_aerial_perspective); + vec3 fog_color = mix(sky_scene_data.fog_light_color, sky_color, sky_scene_data.fog_aerial_perspective); - if (scene_data.fog_sun_scatter > 0.001) { + if (sky_scene_data.fog_sun_scatter > 0.001) { vec4 sun_scatter = vec4(0.0); float sun_total = 0.0; - for (uint i = 0; i < scene_data.directional_light_count; i++) { + for (uint i = 0; i < sky_scene_data.directional_light_count; i++) { vec3 light_color = directional_lights.data[i].color_size.xyz * directional_lights.data[i].direction_energy.w; float light_amount = pow(max(dot(view, directional_lights.data[i].direction_energy.xyz), 0.0), 8.0); - fog_color += light_color * light_amount * scene_data.fog_sun_scatter; + fog_color += light_color * light_amount * sky_scene_data.fog_sun_scatter; } } @@ -186,9 +192,17 @@ vec4 fog_process(vec3 view, vec3 sky_color) { void main() { vec3 cube_normal; +#ifdef USE_MULTIVIEW + // In multiview our projection matrices will contain positional and rotational offsets that we need to properly unproject. + vec4 unproject = vec4(uv_interp.x, -uv_interp.y, 1.0, 1.0); + vec4 unprojected = sky_scene_data.view_inv_projections[ViewIndex] * unproject; + cube_normal = unprojected.xyz / unprojected.w; + cube_normal += sky_scene_data.view_eye_offsets[ViewIndex].xyz; +#else cube_normal.z = -1.0; - cube_normal.x = (cube_normal.z * (-uv_interp.x - params.projections[ViewIndex].x)) / params.projections[ViewIndex].y; - cube_normal.y = -(cube_normal.z * (-uv_interp.y - params.projections[ViewIndex].z)) / params.projections[ViewIndex].w; + cube_normal.x = (cube_normal.z * (-uv_interp.x - params.projection.x)) / params.projection.y; + cube_normal.y = -(cube_normal.z * (-uv_interp.y - params.projection.z)) / params.projection.w; +#endif cube_normal = mat3(params.orientation) * cube_normal; cube_normal = normalize(cube_normal); @@ -209,20 +223,33 @@ void main() { vec4 custom_fog = vec4(0.0); #ifdef USE_CUBEMAP_PASS + #ifdef USES_HALF_RES_COLOR half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal) / params.luminance_multiplier; #endif #ifdef USES_QUARTER_RES_COLOR quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal) / params.luminance_multiplier; #endif + #else + #ifdef USES_HALF_RES_COLOR +#ifdef USE_MULTIVIEW + half_res_color = textureLod(sampler2DArray(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(uv, ViewIndex), 0.0) / params.luminance_multiplier; +#else half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) / params.luminance_multiplier; -#endif +#endif // USE_MULTIVIEW +#endif // USES_HALF_RES_COLOR + #ifdef USES_QUARTER_RES_COLOR +#ifdef USE_MULTIVIEW + quarter_res_color = textureLod(sampler2DArray(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(uv, ViewIndex), 0.0) / params.luminance_multiplier; +#else quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) / params.luminance_multiplier; -#endif -#endif +#endif // USE_MULTIVIEW +#endif // USES_QUARTER_RES_COLOR + +#endif //USE_CUBEMAP_PASS { @@ -236,14 +263,14 @@ void main() { #if !defined(DISABLE_FOG) && !defined(USE_CUBEMAP_PASS) // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky. - if (scene_data.fog_enabled) { + if (sky_scene_data.fog_enabled) { vec4 fog = fog_process(cube_normal, frag_color.rgb); - frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a * scene_data.fog_sky_affect); + frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a * sky_scene_data.fog_sky_affect); } - if (scene_data.volumetric_fog_enabled) { + if (sky_scene_data.volumetric_fog_enabled) { vec4 fog = volumetric_fog_process(uv); - frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a * scene_data.volumetric_fog_sky_affect); + frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a * sky_scene_data.volumetric_fog_sky_affect); } if (custom_fog.a > 0.0) { diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl index b45c68db5a..5e64d4e651 100644 --- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl @@ -866,7 +866,7 @@ void main() { uint decal_indices = draw_call.decals.x; for (uint i = 0; i < 8; i++) { uint decal_index = decal_indices & 0xFF; - if (i == 4) { + if (i == 3) { decal_indices = draw_call.decals.y; } else { decal_indices = decal_indices >> 8; @@ -1148,7 +1148,7 @@ void main() { for (uint i = 0; i < 8; i++) { uint reflection_index = reflection_indices & 0xFF; - if (i == 4) { + if (i == 3) { reflection_indices = draw_call.reflection_probes.y; } else { reflection_indices = reflection_indices >> 8; @@ -1551,7 +1551,7 @@ void main() { uint light_indices = draw_call.omni_lights.x; for (uint i = 0; i < 8; i++) { uint light_index = light_indices & 0xFF; - if (i == 4) { + if (i == 3) { light_indices = draw_call.omni_lights.y; } else { light_indices = light_indices >> 8; @@ -1596,7 +1596,7 @@ void main() { uint light_indices = draw_call.spot_lights.x; for (uint i = 0; i < 8; i++) { uint light_index = light_indices & 0xFF; - if (i == 4) { + if (i == 3) { light_indices = draw_call.spot_lights.y; } else { light_indices = light_indices >> 8; diff --git a/servers/rendering/renderer_rd/shaders/particles.glsl b/servers/rendering/renderer_rd/shaders/particles.glsl index 9f6aa7adc0..a609076e2c 100644 --- a/servers/rendering/renderer_rd/shaders/particles.glsl +++ b/servers/rendering/renderer_rd/shaders/particles.glsl @@ -243,8 +243,14 @@ void main() { if (params.trail_size > 1) { if (params.trail_pass) { + if (particle >= params.total_particles * (params.trail_size - 1)) { + return; + } particle += (particle / (params.trail_size - 1)) + 1; } else { + if (particle >= params.total_particles) { + return; + } particle *= params.trail_size; } } @@ -298,12 +304,17 @@ void main() { PARTICLE.flags = PARTICLE_FLAG_TRAILED | ((frame_history.data[0].frame & PARTICLE_FRAME_MASK) << PARTICLE_FRAME_SHIFT); //mark it as trailed, save in which frame it will start PARTICLE.xform = particles.data[src_idx].xform; } - + if (!bool(particles.data[src_idx].flags & PARTICLE_FLAG_ACTIVE)) { + // Disable the entire trail if the parent is no longer active. + PARTICLE.flags = 0; + return; + } if (bool(PARTICLE.flags & PARTICLE_FLAG_TRAILED) && ((PARTICLE.flags >> PARTICLE_FRAME_SHIFT) == (FRAME.frame & PARTICLE_FRAME_MASK))) { //check this is trailed and see if it should start now // we just assume that this is the first frame of the particle, the rest is deterministic PARTICLE.flags = PARTICLE_FLAG_ACTIVE | (particles.data[src_idx].flags & (PARTICLE_FRAME_MASK << PARTICLE_FRAME_SHIFT)); return; //- this appears like it should be correct, but it seems not to be.. wonder why. } + } else { PARTICLE.flags &= ~PARTICLE_FLAG_STARTED; } diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl index ba31b9c6dd..b30b0c8169 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -134,7 +134,8 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte #endif #if defined(LIGHT_RIM_USED) - float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0)); + // Epsilon min to prevent pow(0, 0) singularity which results in undefined behavior. + float rim_light = pow(max(1e-4, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0)); diffuse_light += rim_light * rim * mix(vec3(1.0), albedo, rim_tint) * light_color; #endif |