Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-08-23 | Add font LCD sub-pixel anti-aliasing support. | bruvzg | |
2022-08-22 | Merge pull request #60309 from The-O-King/oct | Rémi Verschelde | |
2022-08-20 | Add Blendshape Support | Omar El Sheikh | |
Update the blendshape shader to decode/encode octahedral normals | |||
2022-08-13 | Octahedral Normal/Tangent Compression | Omar El Sheikh | |
Implementation of Octahedral normal compression into Godot 4.0 | |||
2022-08-12 | Properly scale depth in bokeh_dof effect so that setting distance to blur ↵ | clayjohn | |
effect is accurate again | |||
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 | |
This can be used to make shadows translucent for a specific light. The light distance fade system also uses this to smoothly fade the shadow when the light fade transition distance is greater than 0. | |||
2022-08-03 | Fade screen-space reflection towards inner margin | Hugo Locurcio | |
- Fade reflection towards inner margin and clip it at screen edges instead of external margin. - Round edges of the fade margin if both are being cut off to prevent sharp corners. Co-authored-by: puchik <puchik@users.noreply.github.com> | |||
2022-08-02 | Merge pull request #63627 from and-rad/vector-field-attractor-fix | Rémi Verschelde | |
Fix vector field particle attractor texture sampling | |||
2022-08-02 | Merge pull request #63589 from RandomShaper/sdfgi_debug_pc | Rémi Verschelde | |
Keep SdfgiDebug shader's push constant size <= 128 | |||
2022-08-01 | Merge pull request #63587 from clayjohn/specular-occlusion | Rémi Verschelde | |
Treat specular less than 0.02 as occlusion | |||
2022-07-31 | Treat specular less than 0.02 as occlusion | clayjohn | |
This is a very common hack used in almost all PBR renderers to allow removing specular contribution in dielectric materials | |||
2022-07-30 | Make Decal's `modulate` property affect emission color as well | Hugo Locurcio | |
This can be used to recolor special effects such as fake area fog without having to create separate textures for each color. - Improve the Decal class documentation. | |||
2022-07-29 | Fix vector field particle attractor texture sampling | Andreas Raddau | |
2022-07-29 | Keep SdfgiDebug shader's push constant size <= 128 | Pedro J. Estébanez | |
2022-07-28 | Rename RenderingServer global shader uniform methods to be more explicit | Hugo Locurcio | |
The `global_shader_uniform` name is longer, but it makes it much easier to find the methods when searching in the class reference. | |||
2022-07-26 | Move Sky(RD) into environment | Bastiaan Olij | |
Move Fog logic from render scene render to fog | |||
2022-07-22 | Merge pull request #62478 from BastiaanOlij/split_effects_20220628 | Rémi Verschelde | |
2022-07-21 | Fix various typos not caught by codespell | luz paz | |
Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600 | |||
2022-07-19 | Move screen space effects into a separate class | Bastiaan Olij | |
2022-07-17 | Adding Variable Rate Shading support to Godot | Bastiaan Olij | |
Improve GI renderer and add VRS support Implement render device has_feature and move subgroup settings to limit_get | |||
2022-07-09 | Fix dead link in TAA resolve shader comment | Hugo Locurcio | |
Spartan Engine has recently removed its own internal TAA in favor of FSR 2.0. The link has been changed to point to a fixed commit, so the link will keep working as long as the repository exists. | |||
2022-07-02 | SCons: Properly track codegen script dependency for generated GLSL headers | Rémi Verschelde | |
2022-06-29 | Evaluate specular reflections using specular dominant direction instead of ↵ | clayjohn | |
assuming mirror reflections | |||
2022-06-27 | Consider uniform writability part of the interface of the set | Pedro J. Estébanez | |
2022-06-24 | Moved cube_to_dp and cubemap logic into CopyEffects | Bastiaan Olij | |
2022-06-23 | Merge pull request #61221 from BastiaanOlij/split_gi_effects | Rémi Verschelde | |
2022-06-22 | Merge pull request #62286 from JFonS/taa_global_time | Rémi Verschelde | |
2022-06-22 | Move TIME to a global shader variable | jfons | |
This makes it work consistently for motion vectors in all functions, including user-defined ones. | |||
2022-06-22 | Workaround MoltenVK shader conversion error | JFonS | |
2022-06-22 | Split GI effects and fix stereoscopic rendering of GI effects | Bastiaan Olij | |
2022-06-18 | Merge pull request #62106 from BastiaanOlij/eye_offset | Rémi Verschelde | |
Introduce eye_offset for correcting stereoscopic reflections | |||
2022-06-17 | Introduce eye_offset for correcting stereoscopic reflections | Bastiaan Olij | |
Use view instead of vertex for reflections. | |||
2022-06-15 | Fix glow in Mix mode not working correctly when FXAA is enabled | Hugo Locurcio | |
Glow must be performed after FXAA to ensure correct appearance. | |||
2022-06-09 | Workaround MoltenVK error found in TAA implementation | jfons | |
2022-06-07 | Initial TAA implementation | jfons | |
Initial TAA support based on the implementation in Spartan Engine. Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations. | |||
2022-05-31 | Add and improve license attribution for SSAO and SSIL shader code | clayjohn | |
2022-05-25 | Add Cone and Cylinder shapes to FogVolume | Hugo Locurcio | |
This complements the existing Ellipsoid and Box local fog shapes. This can be used to represent a light cone coming from a SpotLight. | |||
2022-05-21 | Merge pull request #61214 from somnathsarkar/particle-attractor-fix | Rémi Verschelde | |
Fix GPUParticles3D disappearance at attractor origins | |||
2022-05-20 | Fix GPUParticles3D disappearance at attractor origins | Somnath Sarkar | |
2022-05-20 | Fix normal and tangent blending in blend shapes | Windy Darian | |
2022-05-18 | Fix tonemapper shader to correctly apply alpha channel | Yuri Rubinsky | |
2022-05-16 | Fix custom irradiance bug in Vulkan mobile renderer | clayjohn | |
2022-05-16 | Fix computation of screen_uv | Somnath Sarkar | |
2022-05-11 | Split out bokeh_dof and copy effects | Bastiaan Olij | |
2022-04-28 | Splitting tonemapper into its own class | Bastiaan Olij | |
2022-04-22 | Implement Label3D node. | bruvzg | |
Add "generate_mipmap" font import option. Add some missing features to the Sprite3D. Move BiDi override code from Control to TextServer. Add functions to access TextServer font cache textures. Add MSDF related flags and shader to the standard material. Change standard material cache to use HashMap instead of Vector. | |||
2022-04-11 | Use less blur for distant directional shadow splits | Hugo Locurcio | |
This makes the transition between shadow splits less noticeable, specially when the expensive Blend Splits property is disabled. | |||
2022-04-01 | Add color pass flags to Forward Clustered renderer | jfons | |
This commit removes a lot of enum values related to the color render pass in favor of a new flag-bases approach. This means instead of hard-coding all the possible option combinations into enums, we can write our logic by checking a bit-mask. The changes in rendering_device_vulkan.cpp add support for unused attachments. That means RenderingDeviceVulkan::framebuffer_create() can take null RIDs in the attachments vector, which will result in VK_ATTACHMENT_UNUSED entries in the render pass. This is used in this same PR to establish fixed locations for the color pass attachments (only color and separate specular so far, but TAA will add motion vectors as well). This way the attachment locations in the shader can stay the same regardless of which attachments are actually used. Right now all the combinations of flags are generated, but we will need to add a way to limit the amount of combinations in the future. | |||
2022-03-25 | Fix shader undefined variable | nevarek | |