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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.
2022-06-09Workaround MoltenVK error found in TAA implementationjfons
2022-06-07Initial TAA implementationjfons
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.
2022-05-31Add and improve license attribution for SSAO and SSIL shader codeclayjohn
2022-05-25Add Cone and Cylinder shapes to FogVolumeHugo Locurcio
This complements the existing Ellipsoid and Box local fog shapes. This can be used to represent a light cone coming from a SpotLight.
2022-05-21Merge pull request #61214 from somnathsarkar/particle-attractor-fixRémi Verschelde
Fix GPUParticles3D disappearance at attractor origins
2022-05-20Fix GPUParticles3D disappearance at attractor originsSomnath Sarkar
2022-05-20Fix normal and tangent blending in blend shapesWindy Darian
2022-05-18Fix tonemapper shader to correctly apply alpha channelYuri Rubinsky
2022-05-16Fix custom irradiance bug in Vulkan mobile rendererclayjohn
2022-05-16Fix computation of screen_uvSomnath Sarkar
2022-05-11Split out bokeh_dof and copy effectsBastiaan Olij
2022-04-28Splitting tonemapper into its own classBastiaan Olij
2022-04-22Implement 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.
2022-04-11Use less blur for distant directional shadow splitsHugo Locurcio
This makes the transition between shadow splits less noticeable, specially when the expensive Blend Splits property is disabled.
2022-04-01Add color pass flags to Forward Clustered rendererjfons
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.
2022-03-25Fix shader undefined variablenevarek
2022-03-18Add inverse projection matrix to fragment shader globalsnevarek
2022-03-18Rename several transform built-ins in shadersYuri Roubinsky
2022-03-16Merge pull request #49092 from BastiaanOlij/multiview_clusteredRémi Verschelde
Add multiview support to the clustered forward renderer
2022-03-14Fix D_GGX code which can cause divide-by-zero valsnowapril
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>
2022-03-13Merge pull request #58819 from vreon/fix-eyedir-zRémi Verschelde
Fix flipped EYEDIR.z in sky shaders