Age | Commit message (Expand) | Author |
2017-10-03 | Various clean ups and cosmetic changes in scene.glsl. | Ferenc Arn |
2017-10-02 | Merge pull request #11700 from tagcup/clearcoat_fix | Andreas Haas |
2017-10-02 | missing PI division on vertex shader | Juan Linietsky |
2017-10-01 | Slight proposed fixes to PBR. | Juan Linietsky |
2017-10-01 | Using advise from Matias, left the 0-1 range for lights, divisiom by PI, and ... | Juan Linietsky |
2017-10-01 | Switched Burley/Lambert, and restored diffuse term to 0-1 range for compatibi... | Juan Linietsky |
2017-10-01 | Merge pull request #11694 from tagcup/lambert_normalization | Juan Linietsky |
2017-10-01 | Add missing N.L factor to Burley's contribution to radiance. | Ferenc Arn |
2017-09-30 | Fix environmental BRDF. | Ferenc Arn |
2017-09-29 | Fix clearcoat without Schlick-GGX specular. | Ferenc Arn |
2017-09-29 | Ensure that Lambert is energy conserving. | Ferenc Arn |
2017-09-29 | Merge pull request #11672 from tagcup/fix_oren_nayar | Gilles Roudiere |
2017-09-28 | Fix Oren-Nayar diffuse. | Ferenc Arn |
2017-09-29 | Fixed typo: 'texure' to 'texture' | Indah Sylvia |
2017-09-27 | Fixes to light shaders, should work now.. | Juan Linietsky |
2017-09-26 | Avoid pow in Burley diffuse. | Ferenc Arn |
2017-09-23 | Added light affect parameter to baked AO | Juan Linietsky |
2017-09-23 | Fixes to rim parameter in shader | Juan Linietsky |
2017-09-21 | Added proximity and distance fade to SpatialMaterial | Juan Linietsky |
2017-09-12 | Many fixes to visual script, changed virtuals override for a proper selector. | Juan Linietsky |
2017-09-07 | Fixed orthogonal projection in all effects and post processes | Juan Linietsky |
2017-09-07 | Several fixes to directional shadows, closes #10926 | Juan Linietsky |
2017-09-05 | Fix directional vertex shaded light which was using normal instead of light c... | Juan Linietsky |
2017-09-04 | Fix opaque pre pass, closes #10472 | Juan Linietsky |
2017-09-03 | Added transmission shader parameter. | Juan Linietsky |
2017-08-29 | removed DISCARD built in variable, replaced by actual discard GLSL instructio... | Juan Linietsky |
2017-08-27 | -Moved script run to editor, removed from project | Juan Linietsky |
2017-08-25 | Fixed opaque unshaded materials, they go through the regular opaque render li... | Juan Linietsky |
2017-08-22 | Fade last cascade in directional shadow, closes #9779 | Juan Linietsky |
2017-08-08 | -Restored Sprite3D to working function, fixes #2061, fixes #9738 | Juan Linietsky |
2017-08-06 | Use vertex distance instead of z, fixes #9108 | Juan Linietsky |
2017-07-29 | Few small GI Probe fixes | Juan Linietsky |
2017-07-22 | Several changes to better run in mobile. | Juan Linietsky |
2017-07-15 | Many fixes to improve GI Probe quality | Juan Linietsky |
2017-07-15 | Fix to make voxel cone tracing work properly again | Juan Linietsky |
2017-07-15 | -Fix for multiple reflection probes causing issues. | Juan Linietsky |
2017-07-08 | Some adjustments to toon material to make it more flexible | Juan Linietsky |
2017-07-08 | Added triplanar mapping, toon mode, and more specular modes for materials. Ad... | Juan Linietsky |
2017-07-08 | -Added triplanar mapping modes | Juan Linietsky |
2017-07-05 | Fixed bug regarding to strange black shapes appearing in ice from material te... | Juan Linietsky |
2017-07-05 | Some changes to dual paraboloid envmap generation, fixes somme bleeding | Juan Linietsky |
2017-07-04 | Implemented environment arrays for skybox reflection and roughness, quality i... | Juan Linietsky |
2017-06-26 | -Fixed SCREEN_TEXTURE and other related 2D shader parameters. | Juan Linietsky |
2017-06-17 | -Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to ma... | Juan Linietsky |
2017-06-16 | TIME constant reverted to a single float, fixes #9123 | Juan Linietsky |
2017-06-14 | Fixed several bugs with directional light, and changed defaults to be more se... | Juan Linietsky |
2017-06-13 | Remove default shadow bias of 0.1 for spot and omni light, fixes #8654 | Juan Linietsky |
2017-06-12 | Fix bug breaking shader when skeleton+tangents were used, closes #8673 | Juan Linietsky |
2017-06-09 | -Restored multithread capability to VisualServer | Juan Linietsky |
2017-06-07 | Fog is complete! | Juan Linietsky |