Age | Commit message (Collapse) | Author |
|
|
|
- Enable Read Sky Light to get proper outdoors lighting out of the box.
- Set bounce feedback to 0.5 by default to get a better quality result.
- Higher values may cause infinite feedback with bright surfaces.
- Increase the number of frames to converge to improve quality
at the cost of latency. Most scenes are fairly static after all.
- Use 75% Y scale by default as most scenes are not highly vertical.
- Reorder the Y scale enum to go from the lowest Y scale to the highest.
Also rename the "Disabled" setting to "100%" for clarity.
|
|
This improves rendering performance noticeably, especially when the
camera moves fast.
On a medium-sized test scene on a GTX 1080 in 2560×1440, going
from 6 to cascades saves 0.5 ms of frame time while looking visually
identical (as most of the scene fits within the 4 cascades).
|
|
|
|
|
|
|
|
This provides more flexibility between performance and quality
adjustments, especially when using SDFGI for small-scale levels
(which can be useful for procedurally generated scenes).
|
|
|
|
The order now goes from least to most computationally expensive:
- Disabled
- Static
- Dynamic
|
|
|
|
|
|
1. Explicit and unambiguous when comparing to `GradientTexture2D`
2. Consistent with other class names where 1D is used in the engine.
|
|
|
|
- Use lowercase driver names for the `--rendering-driver`
command line argument.
|
|
Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
|
|
|
|
|
|
Negative values result in rendering glitches.
|
|
This property was intended to provide a way to have SSAO or VoxelGI
ambient occlusion with a color other than black. However, it was
dropped during the Vulkan renderer development due to the performance
overhead it caused when the feature wasn't used.
|
|
For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
|
|
|
|
* GIProbe is now VoxelGI
* BakedLightmap is now LightmapGI
As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
|
|
|
|
And fix various bogus bindings following previous PRs.
|
|
|
|
|
|
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>
|
|
|
|
Replace SAO implementation with MSSAO
|
|
Optimize Glow with local memory
|
|
|
|
|
|
|
|
|
|
This makes them display in a nicer way in the editor help.
(The title will display instead of the full URL.)
|
|
|
|
- Makes all boolean setters/getters consistent.
- Fixes bug where `glow_hdr_bleed_scale` was not used.
- Split CameraEffects to their own source file.
- Reorder all Environment method and properties declarations,
definitions and bindings to be consistent with each other
and with the order of property bindings.
- Bind missing enum values added with SDFGI.
- Remove unused SDFGI enhance_ssr boolean.
- Sync doc changes after SDFGI merge and other misc changes.
|
|
|
|
|
|
|
|
A few extra renames for classes which were missed in last week's PRs.
|
|
|
|
Lots of internal API changes and some docstrings were lost in the conversion.
I manually salvaged many of them but for all the rendering-related ones, an
additional pass is needed.
Added missing enum bindings in BaseMaterial3D and VisualServer.
|
|
|
|
We already removed it from the online docs with #35132.
Currently it can only be "Built-In Types" (Variant types) or "Core"
(everything else), which is of limited use.
We might also want to consider dropping it from `ClassDB` altogether
in Godot 4.0.
|
|
Co-authored-by: Clay John <claynjohn@gmail.com>
|
|
This closes #34846.
|
|
|
|
This makes it consistent with Spatial.
|
|
|