summaryrefslogtreecommitdiff
path: root/scene/resources/material.cpp
AgeCommit message (Collapse)Author
2017-11-27Switch to textureLod for parallax offset, avoids errors on UWP.Juan Linietsky
2017-11-15-Ability to choose operator for emission, closes #10441Juan Linietsky
-Ability to use proper operator for GI Probe, closes #10534 -Closes #12938 as it's no longer needed (thanks for the work though)
2017-10-25fix a 'proximity_fade_distacne' typo in materialJakub Grzesik
2017-10-23Revert "Rename Schlick GGX to GGX."Rémi Verschelde
2017-10-21Rename 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.
2017-10-19Fix spatial shader conversion with textureHiroshi Ogawa
2017-10-01Switched Burley/Lambert, and restored diffuse term to 0-1 range for ↵Juan Linietsky
compatibility.
2017-09-23Added light affect parameter to baked AOJuan Linietsky
2017-09-23Fixes to rim parameter in shaderJuan Linietsky
2017-09-22Ability to convert from SpatialMaterial to ShaderMaterialJuan Linietsky
2017-09-21Added proximity and distance fade to SpatialMaterialJuan Linietsky
2017-09-11Material: fix priority not intPoommetee Ketson
2017-09-05hide next pass for material types that make it pointless, closes #10686Juan Linietsky
2017-09-03Added transmission shader parameter.Juan Linietsky
2017-09-02Made triplanar local space by default, world space optionally, closes #10159Juan Linietsky
2017-09-01Removed ontop property, added a material rendering priority system. Fixes ↵Juan Linietsky
#9935, closes #10135
2017-08-31Fixed problem with non triplanar UV2 mode as described in issue. Closes #9979Juan Linietsky
2017-08-31Merge pull request #10401 from maxim-sheronov/fix_particles_spritesheetRémi Verschelde
Fix UV calculation for spritesheet in particles
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-26Cleanup tons of obsolete commented out codeRémi Verschelde
Mostly in EditorNode, dropping some obsolete editor plugins and also a cleanup of ProjectSettings/EditorSettings.
2017-08-23Fix UV calculation for spritesheet in particlesMaxim Sheronov
Fix names of uniforms and make correct uv offset calculation
2017-08-20ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry
2017-08-17Oops, fixed wrong color masking problem. Closes #10149Juan Linietsky
2017-08-11Merge pull request #10194 from Keetz/update-default-valuesRémi Verschelde
Updated default values in SpatialMaterial and Environment
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-08-09Updated default values in SpatialMaterial and EnvironmentRasmus Ketelsen
2017-08-08-Restored Sprite3D to working function, fixes #2061, fixes #9738Juan Linietsky
-Restored an alpha scissor property in Material
2017-08-02-Added GLTF scene support (still missing animations and .glb extension)Juan Linietsky
-Fixed bugs regarding tangent generation in SurfaceTool
2017-07-24Merge pull request #9764 from Noshyaar/pr-fix2Rémi Verschelde
Add object type hint for docs
2017-07-23Add object type hint for docsPoommetee Ketson
2017-07-22Several changes to better run in mobile.Juan Linietsky
2017-07-11[#7212] Fixed missing 'Variant' return values in documentation.ducdetronquito
2017-07-08Some adjustments to toon material to make it more flexibleJuan Linietsky
Ability to also disable specular
2017-07-08Added triplanar mapping, toon mode, and more specular modes for materials. ↵Juan Linietsky
Added multipass support for materials.
2017-07-08-Added triplanar mapping modesJuan Linietsky
-Some fixes to shader lang
2017-07-03Clean up normalmapping, make sure tangents are imported correctly.Juan Linietsky
2017-06-28Reworked translation systemJuan Linietsky
-Label and Button reload translation on the fly -Resources are loaded and reload depending on locale
2017-06-25Usability improvements for folding. Unfortunately SpatialMaterial broke ↵Juan Linietsky
compatibility.
2017-06-17-Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to ↵Juan Linietsky
make it more GLSL compatible -Fixed referencing of world_transform in fragment shader not working -Fixed unsycn bug related to getting shader param list from the server -Fixed getting all textures from shader properly, fixes #8353
2017-06-15fix bug related to unshaded materials not working on MSVC. Not cleanest ↵Juan Linietsky
solution, might think about how to improve later.
2017-06-05-working SCREEN_TEXTURE, SCREEN_UV shader variablesJuan Linietsky
-Added refraction support for default material -Enabled BCS adjustments, as well as color correction.
2017-06-04Added depth texture support (using parallax) to default material.Juan Linietsky
2017-06-01Rework shading modes and change location of light shaderJuan Linietsky
2017-05-31rewritten PBR implementation to make it friendlier with BlenderJuan Linietsky
2017-05-30Several fixes related to PBR and EnvironmentJuan Linietsky
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-04-06New particle system, mostly working, some small features missing.Juan Linietsky
2017-04-06Fix typo in FixedSpatialMaterialAndreas Haas
NormapMap
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
2017-02-16a ton of bug fixes to the rendererJuan Linietsky