Age | Commit message (Collapse) | Author |
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We found they don't work on intel macbooks properly at all.
Possible future solutions:
- update to moltenvk.
- update to spirv may resolve it.
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1. Viewport::get_visible_rect().position is always zero.
So Control::get_window_rect is identical to Control::get_global_rect.
Remove Control::get_window_rect since it is not used in the source code.
2. sqrt(a * a) = abs(a) for doubles
3. Simplify affine_inverse combination
4. Simplify calculation in shaders
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Add 2D lights to OpenGL3 canvas renderer
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This is an initial implementation using the same single-pass approach as the RenderingDevice.
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This allows volumetric fog to render with the lowest density that
can be specified in the inspector (0.0001).
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Using codespell 2.3-dev from current git.
And fix typo in `methods.py` for `vsproj=yes` option (still won't work
though).
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Emulate double precision for regular rendering operation when REAL_T_IS_DOUBLE
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Fix typos - "collison" -> "collision"
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Expose LIGHT_ENERGY and LIGHT_IS_DIRECTIONAL.
Add LIGHT_DIRECTION
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Take FXAA samples from half-pixel coordinates to improve quality
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Fix broken 2D light blending, addresses #49922
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Move deband to end of tonemapping.
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Fix Unshaded CanvasItem for Vulkan
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This avoids artifacts when using adjustments and color correction
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We calculate the lost precision on the CPU and pass it into the GPU
so that it can calculate an error-corrected version of the vertex position
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Add motion vectors support for MultiMeshInstance
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everything else.
This ensures that the debanding does not scale with exposure or any other effect.
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Apply energy conservation to LAMBERT_WRAP diffuse mode by dividing by PI
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by PI
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Transparently handle changes in multimesh transforms so they get reflected in the motion vectors buffer.
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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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Fix vector type for signed tangent in mobile shader
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Per-light energy gives more control to the user on the final result of
volumetric fog. Specific lights can be fully excluded from volumetric fog
by setting their volumetric fog energy to 0, which improves performance
slightly. This can also be used to prevent short-lived dynamic effects
from poorly interacting with volumetric fog, as it's updated over several
frames by default unless temporal reprojection is disabled.
Volumetric fog shadows now obey Light3D's Shadow Opacity property as well.
The shadow fog fade property was removed as it had little visible impact
on the final scene's rendering.
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Update the blendshape shader to decode/encode octahedral normals
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Implementation of Octahedral normal compression into Godot 4.0
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effect is accurate again
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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.
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- 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>
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Fix vector field particle attractor texture sampling
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Keep SdfgiDebug shader's push constant size <= 128
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Treat specular less than 0.02 as occlusion
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This is a very common hack used in almost all PBR renderers to allow removing specular contribution in dielectric materials
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