Age | Commit message (Collapse) | Author |
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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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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.
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The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
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Move Fog logic from render scene render to fog
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Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600
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Improve GI renderer and add VRS support
Implement render device has_feature and move subgroup settings to limit_get
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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.
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assuming mirror reflections
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This makes it work consistently for motion vectors in all functions, including user-defined ones.
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Introduce eye_offset for correcting stereoscopic reflections
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Use view instead of vertex for reflections.
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Glow must be performed after FXAA to ensure correct appearance.
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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.
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This complements the existing Ellipsoid and Box local fog shapes.
This can be used to represent a light cone coming from a SpotLight.
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Fix GPUParticles3D disappearance at attractor origins
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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.
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This makes the transition between shadow splits less noticeable,
specially when the expensive Blend Splits property is disabled.
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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.
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Add multiview support to the clustered forward renderer
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When given roughness is lower than 0.01, d value in original code will
be zero. This can make last return value as NAN because of
divide-by-zero. This is well addressed in issue #56373.
Modified code is referenced on D_GGX function of google/filament
(https://github.com/google/filament/blob/main/shaders/src/brdf.fs#L54-L79)
Signed-off-by: snowapril <sinjihng@gmail.com>
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Fix flipped EYEDIR.z in sky shaders
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