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path: root/servers/rendering/renderer_rd/shaders
AgeCommit message (Collapse)Author
2022-09-15Extract shared scene data into a separate classBastiaan Olij
2022-09-15Merge pull request #65322 from ceLoFaN/fix-dof-artifact-at-high-blurRémi Verschelde
2022-09-14Merge pull request #65418 from JFonS/taa_multimeshClay John
Add motion vectors support for MultiMeshInstance
2022-09-13Move debanding into internal sky shader code so that it is applied after ↵clayjohn
everything else. This ensures that the debanding does not scale with exposure or any other effect.
2022-09-12Merge pull request #65544 from clayjohn/lambert-wrapRémi Verschelde
Apply energy conservation to LAMBERT_WRAP diffuse mode by dividing by PI
2022-09-12Apply energy conservation to LAMBERT_WRAP and TOON diffuse modes by dividing ↵clayjohn
by PI
2022-09-12Add motion vectors support for MultiMeshInstancejfons
Transparently handle changes in multimesh transforms so they get reflected in the motion vectors buffer.
2022-09-09Properly scale SSR reflection based on metallic value for dielectric materialsclayjohn
2022-09-05Fix DoF artifacting at high blur amountsceLoFaN
2022-09-01Merge pull request #60185 from Calinou/environment-fog-and-sky-affectRémi Verschelde
2022-09-01Add Environment properties to control fog rendering on background skyHugo Locurcio
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.
2022-09-01Extracting render buffers and changing it to a more generic solutionBastiaan Olij
2022-08-31Implement Physical Light Units as an optional setting.clayjohn
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.
2022-08-31Merge pull request #65130 from BastiaanOlij/fix_mobile_signed_tangentRémi Verschelde
Fix vector type for signed tangent in mobile shader
2022-08-31Fix vector type for signed tangent in mobile shaderBastiaan Olij
2022-08-30Add a per-light volumetric fog energy propertyHugo Locurcio
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.
2022-08-23Add font LCD sub-pixel anti-aliasing support.bruvzg
2022-08-22Merge pull request #60309 from The-O-King/octRémi Verschelde
2022-08-20Add Blendshape SupportOmar El Sheikh
Update the blendshape shader to decode/encode octahedral normals
2022-08-13Octahedral Normal/Tangent CompressionOmar El Sheikh
Implementation of Octahedral normal compression into Godot 4.0
2022-08-12Properly scale depth in bokeh_dof effect so that setting distance to blur ↵clayjohn
effect is accurate again
2022-08-08Merge pull request #62547 from clayjohn/ref_vec_pbrRémi Verschelde
2022-08-07Add a shadow opacity property to Light3DHugo 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.
2022-08-03Fade screen-space reflection towards inner marginHugo 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>
2022-08-02Merge pull request #63627 from and-rad/vector-field-attractor-fixRémi Verschelde
Fix vector field particle attractor texture sampling
2022-08-02Merge pull request #63589 from RandomShaper/sdfgi_debug_pcRémi Verschelde
Keep SdfgiDebug shader's push constant size <= 128
2022-08-01Merge pull request #63587 from clayjohn/specular-occlusionRémi Verschelde
Treat specular less than 0.02 as occlusion
2022-07-31Treat specular less than 0.02 as occlusionclayjohn
This is a very common hack used in almost all PBR renderers to allow removing specular contribution in dielectric materials
2022-07-30Make Decal's `modulate` property affect emission color as wellHugo 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.
2022-07-29Fix vector field particle attractor texture samplingAndreas Raddau
2022-07-29Keep SdfgiDebug shader's push constant size <= 128Pedro J. Estébanez
2022-07-28Rename RenderingServer global shader uniform methods to be more explicitHugo Locurcio
The `global_shader_uniform` name is longer, but it makes it much easier to find the methods when searching in the class reference.
2022-07-26Move Sky(RD) into environmentBastiaan Olij
Move Fog logic from render scene render to fog
2022-07-22Merge pull request #62478 from BastiaanOlij/split_effects_20220628Rémi Verschelde
2022-07-21Fix various typos not caught by codespellluz paz
Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600
2022-07-19Move screen space effects into a separate classBastiaan Olij
2022-07-17Adding Variable Rate Shading support to GodotBastiaan Olij
Improve GI renderer and add VRS support Implement render device has_feature and move subgroup settings to limit_get
2022-07-09Fix dead link in TAA resolve shader commentHugo 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.
2022-07-02SCons: Properly track codegen script dependency for generated GLSL headersRémi Verschelde
2022-06-29Evaluate specular reflections using specular dominant direction instead of ↵clayjohn
assuming mirror reflections
2022-06-27Consider uniform writability part of the interface of the setPedro J. Estébanez
2022-06-24Moved cube_to_dp and cubemap logic into CopyEffectsBastiaan Olij
2022-06-23Merge pull request #61221 from BastiaanOlij/split_gi_effectsRémi Verschelde
2022-06-22Merge pull request #62286 from JFonS/taa_global_timeRémi Verschelde
2022-06-22Move TIME to a global shader variablejfons
This makes it work consistently for motion vectors in all functions, including user-defined ones.
2022-06-22Workaround MoltenVK shader conversion errorJFonS
2022-06-22Split GI effects and fix stereoscopic rendering of GI effectsBastiaan Olij
2022-06-18Merge pull request #62106 from BastiaanOlij/eye_offsetRémi Verschelde
Introduce eye_offset for correcting stereoscopic reflections
2022-06-17Introduce eye_offset for correcting stereoscopic reflectionsBastiaan Olij
Use view instead of vertex for reflections.
2022-06-15Fix glow in Mix mode not working correctly when FXAA is enabledHugo Locurcio
Glow must be performed after FXAA to ensure correct appearance.