Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-08-07 | Tweak the default SpatialMaterial properties | Hugo Locurcio | |
Roughness is now set to 1 by default and albedo is now white, even on meshes that do not have any materials defined. This means there is no longer a visual difference between a mesh with no materials defined and a mesh with a default SpatialMaterial defined. | |||
2018-07-22 | transmission was broken, fix was made. Also fixed treshold. | Juan Linietsky | |
2018-07-22 | Fix opaque pre pass not casting shadows | Juan Linietsky | |
2018-07-17 | Add disable ambient light flag to shaders and materials | Alex Roman | |
2018-07-04 | Merge pull request #19786 from JFonS/correct_normal_scaling | Rémi Verschelde | |
Add render mode to ensure correct normals when using non-uniform scaling | |||
2018-07-02 | Added ability for SSAO to affect AO textures too | Juan Linietsky | |
2018-06-21 | Add render mode to ensure correct normals when using non-uniform scaling | JFonS | |
2018-03-29 | Added flag on SpatialMaterial to disable shadows | JFonS | |
2018-01-11 | Fixed graphic artifact caused by anisotropic filter | AndreaCatania | |
2018-01-10 | Clamp blend to fix screen space reflections | Bastiaan Olij | |
2018-01-06 | properly blend interior and exterior ambient in reflection probes, fixes #14695 | Juan Linietsky | |
2018-01-06 | Use better initialization value for normalmap, fixes #14720 | Juan Linietsky | |
2018-01-05 | Fix dual paraboloid shadow maps, closes #14487 | Juan Linietsky | |
2018-01-05 | Fixed GIProbe blending, closes #15164 | Juan Linietsky | |
2017-12-26 | Merge pull request #14796 from AlmightyScientist/issue-14552 | Juan Linietsky | |
Shader Language: Fix Vertex Lighting artifacts. | |||
2017-12-26 | Fix sidedness check in material. Also remove SIDE built-in. | Juan Linietsky | |
2017-12-21 | Change skeleton processing to work on global coordinates, should help fix ↵ | Juan Linietsky | |
many import problems from Blender, GLTF2, etc. | |||
2017-12-18 | Shader Language: Fix Vertex Lighting artifacts. | Enzo Nocera | |
- When using Direction Lighting along with Vertex Lighting, putting a SpatialMaterial Roughness to 1.0 causes artifacts to appear. (#14552) Fixes #14552. | |||
2017-12-14 | -Add lightmapper | Juan Linietsky | |
-Fixes to unwrapper (remove degenerates), makes Thekla not crash -Added optional cancel button in EditorProgress -Added function to force processing of events (needed for cancel button) | |||
2017-12-10 | Fix usage of signed type in skeleton shader | Rémi Verschelde | |
The resulting primitive is drawn as GL_UNSIGNED_SHORT, so uvec4 should be used. Fixes #12804. | |||
2017-12-08 | After a lot of trial and error, i think rim lighting implementation is now ↵ | Juan Linietsky | |
perfect, closes #13986 | |||
2017-12-07 | Added small bit of bias depending on lenght for contact shadows, fixes #12726 | Juan Linietsky | |
2017-12-06 | Fixed rim lighting glitch, closes #13340, closes #13986 | Juan Linietsky | |
2017-12-03 | Disable invariant gl_Position to workaround Mesa bug 100316 | Rémi Verschelde | |
Fixes #13450, though it would be worth reverting if/when the Mesa bug is fixed. | |||
2017-12-01 | Properly take into consideration that VERTEX must be written to in opaque ↵ | Juan Linietsky | |
pre pass, does some speed up to scenes using triplanar. | |||
2017-11-26 | Merge pull request #13290 from Chaosus/projectionfix | Rémi Verschelde | |
Fix invalid transform when skip_vertex_transform used | |||
2017-11-26 | Fixed invalid transform when skip_vertex_transform used | Chaosus | |
2017-11-27 | Fix shader compilation fail on Android | volzhs | |
Error message from logcat **ERROR**: SceneShaderGLES3: Fragment Program Compilation Failed: 50:471: S0032: no default precision defined for parameter 'probe' At: drivers/gles3/shader_gles3.cpp:167:_display_error_with_code() - SceneShaderGLES3: Fragment Program Compilation Failed: | |||
2017-11-25 | -Fixed height fog (was broken) | Juan Linietsky | |
-Make sure materials are named in OBJ importer, so they can be saved outside as resources. | |||
2017-10-30 | Add viewport to the other SceneData struct. | Ferenc Arn | |
This was missed in #12288. | |||
2017-10-30 | Merge pull request #12288 from tagcup/expose_viewport_size | Juan Linietsky | |
Expose VIEWPORT_SIZE in shader language. | |||
2017-10-26 | Expose VIEWPORT_SIZE in shader language. | Ferenc Arn | |
Fixes #11710. | |||
2017-10-23 | Revert "Rename Schlick GGX to GGX." | Rémi Verschelde | |
2017-10-22 | Partially undo #11807. | Ferenc Arn | |
Specular light at zero roughness needs some discussion. Until we do that, this fixes #12309. | |||
2017-10-22 | Merge pull request #12297 from tagcup/clearcoat_fix | Rémi Verschelde | |
Don't add clearcoat BRDF to specular light as-is. | |||
2017-10-21 | Don't add clearcoat BRDF to specular light as-is. | Ferenc Arn | |
BRDF needs to be multiplied with N.L, the incoming light and attenuation. Also specular_blob_intensity should affect clearcoat. | |||
2017-10-21 | Rename Schlick GGX to GGX. | Ferenc Arn | |
Schlick's approximation and GGX are orthogonal concepts. Furthermore, it's usage so far has been inconsistent: we don't even use it with anisotropic SchlickGGX, and Burley (Disney) diffuse does use it while its name doesn't indicate it. The use of Schlick's approximation in Burley and GGX is an implementation detail and doesn't need to be reflected to the namig. | |||
2017-10-21 | Corrections to #11807. | Ferenc Arn | |
Added missing metallic parameter, also fixed a missed a case where wrong roughness condition was used. | |||
2017-10-21 | Merge pull request #11807 from tagcup/roughness_metallic_limiting_cases | Juan Linietsky | |
Fix the condition when specular light calculation is avoided (should … | |||
2017-10-14 | Fix render mode specular schlick ggx | Hiroshi Ogawa | |
2017-10-11 | Fix the condition when specular light calculation is avoided (should be ↵ | Ferenc Arn | |
roughness == 1). Also avoid calculating diffuse light calculation when metallic == 1, and test against clearcoat's own parameter to check whether to do clearcoat. | |||
2017-10-09 | Fix anisotropic GGX D function, and introduce and use anistropic GGX G function. | Ferenc Arn | |
Also fixed isotropic GGX G function with Schlick approximation, and added a commented out version without the approximation. Added references. | |||
2017-10-03 | Various clean ups and cosmetic changes in scene.glsl. | Ferenc Arn | |
Use self-documenting names for variables which are otherwise confusing. Also avoid recalculating certain terms. | |||
2017-10-02 | Merge pull request #11700 from tagcup/clearcoat_fix | Andreas Haas | |
Fix clearcoat without Schlick-GGX specular. | |||
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 | |
multiplied lights by PI internally. | |||
2017-10-01 | Switched Burley/Lambert, and restored diffuse term to 0-1 range for ↵ | Juan Linietsky | |
compatibility. | |||
2017-10-01 | Merge pull request #11694 from tagcup/lambert_normalization | Juan Linietsky | |
Ensure that Lambert is energy conserving. | |||
2017-10-01 | Add missing N.L factor to Burley's contribution to radiance. | Ferenc Arn | |