Age | Commit message (Collapse) | Author |
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Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
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All reviewed manually and occasionally rewritten to avoid bad auto formatting.
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Sets `AlignOperands` to `DontAlign`.
`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
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Fixes the SHADOW_CASTING_SETTING_OFF setting in
GeometryInstance3D and the "shadows_disabled" render
mode in spatial materials, which were not working
before.
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The built-in ALPHA in spatial shaders comes pre-set with a per-instance
transparency value. Multiply by it if you want to keep it.
The transparency value of any given GeometryInstance3D is affected by:
- Its new "transparency" property.
- Its own visiblity range when the new "visibility_range_fade_mode"
property is set to "Self".
- Its parent visibility range when the parent's fade mode is
set to "Dependencies".
The "Self" mode will fade-out the instance when reaching the visibility
range limits, while the "Dependencies" mode will fade-in its
dependencies.
Per-instance transparency is only implemented in the forward clustered
renderer, support for mobile should be added in the future.
Co-authored-by: reduz <reduzio@gmail.com>
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This can be used to improve 3D shadow rendering quality at little
performance cost. Unlike the existing Hard setting which is limited
to variable shadow blur only, it works with both fixed blur and
variable blur.
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- Internally disable blend splits in orthogonal directional shadow mode
- Fix soft shadows ignoring fade and blend_splits
- Fix soft shadow edge stability
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This property was intended to provide a way to have SSAO or VoxelGI
ambient occlusion with a color other than black. However, it was
dropped during the Vulkan renderer development due to the performance
overhead it caused when the feature wasn't used.
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Compute horizon SO threshold before transformation
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Make FontData importable resource. Add multi-channel SDF font rendering.
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Remove leftovers of anisotropy in the VoxelGI shader code
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Adds multi-channel SDF font texture generation and rendering support.
Adds per-font oversampling support.
Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading.
Adds BMFont binary format and outline support.
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Scale color output in the mobile renderer to provide HDR support
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Anisotropy support was removed when VoxelGI was reworked as it was
too demanding on the GPU.
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Replace HTTP URLs with HTTPS for sites with HTTPS versions
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Fix multiview defines in tonemap shader
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OmniLight3D:
* Fixed lack of precision in cube map mode by scaling the projection's
znear.
* Fixed aliasing issues by making the paraboloids use two square regions instead of two half
squares.
* Fixed shadowmap atlas bleeding by adding padding.
* Fixed sihadow blur's inconsistent radius and unclamped sampling.
SpotLight3D:
* Fixed lack of precision by scaling the projection's znear.
* Fixed normal biasing.
Both:
* Tweaked biasing to make sure it works out of the box in most situations.
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* Specify all precision qualifiers
* Makes renderer work on Adreno Vulkan
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More optimizations on the mobile renderer.
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Rewrote raster DOF shader to using BOKEH
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* Specialization constants used to disable anything not needed to draw
* Added softshadow and projector support on mobile.
This new approach ensures mobile shaders are smaller and more efficient, but relies on more pipeline versions compiled on demand.
As a result, random stalls can ocur like in Godot 3.x. These will be solved by using background compilation and fallbacks eventually (but needs to be tested first).
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Fix directional shadow bias
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implementation
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Fixes and optimizations to mobile renderer
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* Only apply final actions to attachments used in the last pass.
* Fixes to draw list final action (was using continue instead of read/drop).
* Profiling regions inside draw lists now properly throw errors.
* Ability to enable gpu profile printing from project settings. (used to debug).
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[4.0] Make Blinn and Phong specular modes take albedo into account
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Clamp negative colors regardless of the tonemapper to avoid artifacts
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Add horizon specular occlusion
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Color artifacts could be visible when using negative lights with the
Filmic and ACES tonemapping operators, as these did not clamp negative
colors.
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Fix a default shader specular render mode to `SCHLICK_GGX`
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