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2021-09-13Merge pull request #51939 from clayjohn/VULKAN-horizon-so-fixRémi Verschelde
Compute horizon SO threshold before transformation
2021-09-07Replace ACES tonemapper with a high quality oneEndri Lauson
2021-08-29Add source rectangle to blitBastiaan Olij
2021-08-27Merge pull request #51908 from bruvzg/msdf_fonts2K. S. Ernest (iFire) Lee
Make FontData importable resource. Add multi-channel SDF font rendering.
2021-08-27Merge pull request #52092 from Calinou/voxelgi-remove-anisotropic-leftoversJuan Linietsky
Remove leftovers of anisotropy in the VoxelGI shader code
2021-08-27Makes FontData importable resource.bruvzg
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.
2021-08-26Merge pull request #50883 from BastiaanOlij/mobile_hdrBastiaan Olij
Scale color output in the mobile renderer to provide HDR support
2021-08-25Remove leftovers of anisotropy in the VoxelGI shader codeHugo Locurcio
Anisotropy support was removed when VoxelGI was reworked as it was too demanding on the GPU.
2021-08-23Merge pull request #51971 from aaronfranke/httpsMax Hilbrunner
Replace HTTP URLs with HTTPS for sites with HTTPS versions
2021-08-23Scale color output in the mobile renderer to provide HDR supportBastiaan Olij
2021-08-23Merge pull request #51980 from BastiaanOlij/fix_multiview_tonemapBastiaan Olij
Fix multiview defines in tonemap shader
2021-08-22Replace HTTP links with HTTPS for sites with HTTPS versionsAaron Franke
2021-08-22Fixed non-uniform scaling of normalsDuarte David
2021-08-22Fix multiview defines in tonemap shaderBastiaan Olij
2021-08-20Compute horizon so threshold before transformationclayjohn
2021-08-19Improvements to SpotLight3D and OmniLight3D's shadowsjfons
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.
2021-08-18More fixes to mobile rendererreduz
* Specify all precision qualifiers * Makes renderer work on Adreno Vulkan
2021-08-16Merge pull request #51635 from reduz/further-mobile-optimizationsJuan Linietsky
More optimizations on the mobile renderer.
2021-08-14Merge pull request #50998 from BastiaanOlij/single_bokeh_dof_rasterRémi Verschelde
Rewrote raster DOF shader to using BOKEH
2021-08-13More optimizations on the mobile renderer.reduz
* 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).
2021-08-13Merge pull request #51025 from reduz/fix-directional-shadow-biasRémi Verschelde
Fix directional shadow bias
2021-08-13Implemented raster versions of bokeh shaders to replace broken gaussian ↵Bastiaan Olij
implementation
2021-08-11Merge pull request #51486 from reduz/fixes-to-mobile-rendererRémi Verschelde
Fixes and optimizations to mobile renderer
2021-08-10Use f0 instead of albedo in blinn and phongclayjohn
2021-08-10Fixes and optimizations to mobile rendererreduz
* 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).
2021-08-10Merge pull request #51411 from clayjohn/VULKAN-blinn-phongRémi Verschelde
[4.0] Make Blinn and Phong specular modes take albedo into account
2021-08-10Merge pull request #51436 from Calinou/tonemap-clamp-negative-colorsRémi Verschelde
Clamp negative colors regardless of the tonemapper to avoid artifacts
2021-08-10Merge pull request #51417 from clayjohn/Vulkan-horizon-soRémi Verschelde
Add horizon specular occlusion
2021-08-09Make Blinn and Phong specular modes PBRclayjohn
2021-08-09Clamp negative colors regardless of the tonemapper to avoid artifactsHugo Locurcio
Color artifacts could be visible when using negative lights with the Filmic and ACES tonemapping operators, as these did not clamp negative colors.
2021-08-09Merge pull request #51155 from Chaosus/shader_fix_specular_modeRémi Verschelde
Fix a default shader specular render mode to `SCHLICK_GGX`
2021-08-08Add horizon specular occlusionclayjohn
2021-08-06Use subpasses to do 3D rendering and resolve in mobile rendererBastiaan Olij
2021-08-06Fix a default shader specular render mode to (`SCHLICK_GGX`/`BLINN`)Yuri Roubinsky
2021-08-01Porting cubemap compute shaders to raster for the mobile rendererBastiaan Olij
2021-07-29Fix directional shadow biasreduz
* Simplified code a lot, bias based on normalized cascade size. * Lets scale cascades, max distance, etc. without creating acne. * Fixed normal biasing in directional shadows. I removed normal biasing in both omni and spot shadows, since the technique can't be easily implemented there. Will need to be replaced by something else.
2021-07-25Fix various typosluz paz
Follow-up typos found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-25Merge pull request #50250 from luzpaz/typosRémi Verschelde
Fix various typos
2021-07-25Merge pull request #50644 from BastiaanOlij/mobile_compute_to_fragmentRémi Verschelde
2021-07-25Fix various typos with codespellluz paz
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-25Use fragment shader instead of compute shader for effects for mobile rendererBastiaan Olij
2021-07-19Implement more rendering options as specialization constantsreduz
* Shadow quality settings now specialization constant. * Decal and light projector filters can be set. * Changing those settings forces re-creation of the pipelines. These changes should help improve performance related to shadow mapping, and allows improving performance by sacrificing decal and light projector quality.
2021-07-15Fixes to forward mobilereduz
* use valid format for framebuffer: VK_FORMAT_A2B10G10R10_UNORM_PACK32 * Unfortunately cant be used for compute. * Mobile will need to do refprobe, sky, mipmapblurring using raster.
2021-07-12Use specialization constants in clustered rendererreduz
* Keep track of when projector, softshadow or directional sofshadow were enabled. * Enable them via specializaton constant where it makes sense. * Re-implements soft shadows. * Re-implements light projectors.
2021-07-05Fix Subsurface Scatteringreduz
* Works again * Transmittance also works again * Removed the curve patamter, exp() function is good enough.
2021-07-03Fix SSRreduz
* Was broken at some point long time ago, this restores it.
2021-07-01Clean up RenderingServer and its bindingsreduz
* Rewrote bindings for RenderingServer. * They are now all up to date. * Several unused methods and deprecated features were cleaned up.
2021-06-29Fix non uniform scaling in 3D objectsreduz
* Flag was there, but not implemented. * Fixed issue with base flags not being initialized.
2021-06-23Fixes Mesh2D drawn without modulationGilles Roudière
2021-06-15Fix typo in CUSTOM_IRRADIANCE calculationsKodi