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godot-fmod
4.0.3
Godot with FMOD integration
RayHammer
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sky_material.h
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Author
2022-09-13
Move debanding into internal sky shader code so that it is applied after ever...
clayjohn
2022-08-31
Implement Physical Light Units as an optional setting.
clayjohn
2022-07-25
Code quality: Fix header guards consistency
Rémi Verschelde
2022-05-24
Use IGN instead of white noise for sky dithering
clayjohn
2022-05-02
Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init`
Rémi Verschelde
2022-04-09
Add dithering to ProceduralSkyMaterial to combat banding
Hugo Locurcio
2022-02-12
Add sky cover texture for ProceduralSkyMaterial
Hugo Locurcio
2022-01-14
Add shader cache and filter variable to PanoramaSkyMaterial
Brennen Green
2022-01-03
Update copyright statements to 2022
Rémi Verschelde
2021-10-04
Hide render_priority except when using SpatialMaterials
clayjohn
2021-07-21
Make Sky initialize shaders only once
reduz
2021-01-06
Added ability to visualize native shaders
reduz
2021-01-01
Update copyright statements to 2021
Rémi Verschelde
2020-11-07
Reorganized core/ directory, it was too fatty already
reduz
2020-07-10
Add override keywords.
Marcel Admiraal
2020-05-16
Add night sky to PhysicalSkyMaterial
clayjohn
2020-05-14
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Rémi Verschelde
2020-04-17
Add light size to Sky Shaders
clayjohn
2020-03-28
Fix copyright headers for recently added files
Rémi Verschelde
2020-03-21
Working sky shader implementation
clayjohn
2020-03-19
Add shader based background mode
Bastiaan Olij