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Godot with FMOD integration
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scene_forward_lights_inc.glsl
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Author
2023-01-24
Fix some SpotLight3D issues (clustering artifacts, light leak)
Hendrik Brucker
2022-12-12
Ensure that rim lighting uses a exponent base greater than zero
clayjohn
2022-12-02
Allow black metallic materials to reflect IBL
clayjohn
2022-09-12
Apply energy conservation to LAMBERT_WRAP and TOON diffuse modes by dividing ...
clayjohn
2022-08-31
Implement Physical Light Units as an optional setting.
clayjohn
2022-08-08
Merge pull request #62547 from clayjohn/ref_vec_pbr
Rémi Verschelde
2022-08-07
Add a shadow opacity property to Light3D
Hugo Locurcio
2022-07-31
Treat specular less than 0.02 as occlusion
clayjohn
2022-06-29
Evaluate specular reflections using specular dominant direction instead of as...
clayjohn
2022-06-17
Introduce eye_offset for correcting stereoscopic reflections
Bastiaan Olij
2022-06-07
Initial TAA implementation
jfons
2022-03-14
Fix D_GGX code which can cause divide-by-zero val
snowapril
2022-02-23
Filament specular fix. Clamp dot product between normal and view vectors. Fix...
Darryl Ryan
2022-02-22
Use Filament specular models and parametrization
clayjohn
2022-02-09
remove normal_to_panorama from spotlight projector
Bartłomiej Dusak
2021-11-11
Fix shader crashing when using `ALBEDO` or `ALPHA` in light function
Yuri Roubinsky
2021-10-28
clang-format: Disable alignment of operands, too unreliable
Rémi Verschelde
2021-10-25
Fix shadow disabling settings
jfons
2021-10-21
Add Soft Very Low shadow quality mode for 3D
Hugo Locurcio
2021-10-11
Fix shader crash on using METALLIC and ROUGHNESS built-ins in light func
Yuri Roubinsky
2021-08-26
Merge pull request #50883 from BastiaanOlij/mobile_hdr
Bastiaan Olij
2021-08-23
Scale color output in the mobile renderer to provide HDR support
Bastiaan Olij
2021-08-22
Replace HTTP links with HTTPS for sites with HTTPS versions
Aaron Franke
2021-08-19
Improvements to SpotLight3D and OmniLight3D's shadows
jfons
2021-08-13
Merge pull request #51025 from reduz/fix-directional-shadow-bias
Rémi Verschelde
2021-08-10
Use f0 instead of albedo in blinn and phong
clayjohn
2021-08-09
Make Blinn and Phong specular modes PBR
clayjohn
2021-07-29
Fix directional shadow bias
reduz
2021-07-19
Implement more rendering options as specialization constants
reduz
2021-07-12
Use specialization constants in clustered renderer
reduz
2021-07-05
Fix Subsurface Scattering
reduz
2021-06-09
Fix shader compilation with render_mode: `specular_phong`
Yuri Roubinsky
2021-06-08
Removes deleted OrenNayar mode from shaders and materials
Yuri Roubinsky
2021-05-03
Create mobile renderer
Bastiaan Olij