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path: root/servers/rendering/renderer_rd/environment/sky.cpp
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2022-10-14Make some Image methods statickobewi
2022-10-05Merge pull request #66683 from clayjohn/SRGB-canvasitemRémi Verschelde
Default CanvasItem materials to use sRGB space for uniform colors
2022-10-04Rename Projection `matrix` to `columns`Aaron Franke
2022-10-04Move cluster builder, sdfgi and gi structures to clustered renderer, move ↵Bastiaan Olij
light and probe elements into storage and reorganise our render_scene method.
2022-09-30Default CanvasItem materials to not convert uniform colors to linear space.clayjohn
The 2D renderer in Godot is totally in sRGB space so it is appropriate to keep 2D uniform colors in sRGB space
2022-09-14Clear last frame directional light buffer when number of lights changes.clayjohn
This ensures that the buffers don't go out of sync.
2022-09-13Move debanding into internal sky shader code so that it is applied after ↵clayjohn
everything else. This ensures that the debanding does not scale with exposure or any other effect.
2022-09-02Merge pull request #64952 from Chaosus/vs_rename_uniform_to_paramRémi Verschelde
2022-09-01Merge pull request #60185 from Calinou/environment-fog-and-sky-affectRémi Verschelde
2022-09-01Add Environment properties to control fog rendering on background skyHugo Locurcio
Values lower than 1.0 can be used to make the fog rendering not fully obstruct the sky. This can be desired when using fog as a purely atmospheric effect, without intending to use fog for open world fog fading. When set to 0.0, fog rendering behavior will be similar to Godot 3.x where sky rendering was never affected by fog.
2022-09-01Extracting render buffers and changing it to a more generic solutionBastiaan Olij
2022-09-01Rename `uniform` to `parameter` across the engineYuri Rubinsky
2022-08-31Implement Physical Light Units as an optional setting.clayjohn
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value. In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-08-26Rename `str2var` to `str_to_var` and similarMicky
Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too. - `var2str` -> `var_to_str` - `str2var` -> `str_to_var` - `bytes2var` -> `bytes_to_var` - `bytes2var_with_objects` -> `bytes_to_var_with_objects` - `var2bytes` -> `var_to_bytes` - `var2bytes_with_objects` -> `var_to_bytes_with_objects` - `linear2db` -> `linear_to_db` - `db2linear` -> `db_to_linear` - `deg2rad` -> `deg_to_rad` - `rad2deg` -> `rad_to_deg` - `dict2inst` -> `dict_to_inst` - `inst2dict` -> `inst_to_dict`
2022-08-19Merge pull request #64167 from clayjohn/screen-texture-hintMax Hilbrunner
Add shader uniform hints for screen textures
2022-08-09Add shader uniform hints for screen textures so users can specify custom ↵clayjohn
filter and repeat modes. At this time, it works best in the Vulkan Renderers as they support using multiple samplers with the same texture. In GLES3 this feature really only allows you to use the screen texture without mipmaps if you want to save the cost of generating them.
2022-08-04Rename shader parameter uniform setter/getter methods for consistencyHugo Locurcio
`shader_uniform` is now consistenly used across both per-shader and per-instance shader uniform methods. This makes methods easier to find in the class reference when looking for them.
2022-08-01Changed storage structs to privateBastiaan Olij
2022-07-29Merge pull request #63527 from BastiaanOlij/rework_environmentRémi Verschelde
Restructure environment in render implementation
2022-07-29Restructure environment in render implementationBastiaan Olij
2022-07-28Rename RenderingServer global shader uniform methods to be more explicitHugo Locurcio
The `global_shader_uniform` name is longer, but it makes it much easier to find the methods when searching in the class reference.
2022-07-26Use full size mipmaps for reflections when in high-quality modeclayjohn
2022-07-26Implement shader uniform groups/subgroupsYuri Rubinsky
2022-07-26Move Sky(RD) into environmentBastiaan Olij
Move Fog logic from render scene render to fog