Age | Commit message (Collapse) | Author |
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Default CanvasItem materials to use sRGB space for uniform colors
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light and probe elements into storage and reorganise our render_scene method.
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The 2D renderer in Godot is totally in sRGB space so it is appropriate
to keep 2D uniform colors in sRGB space
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This ensures that the buffers don't go out of sync.
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everything else.
This ensures that the debanding does not scale with exposure or any other effect.
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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.
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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.
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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`
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Add shader uniform hints for screen textures
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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.
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`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.
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Restructure environment in render implementation
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The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
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Move Fog logic from render scene render to fog
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