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AgeCommit message (Collapse)Author
2021-11-25[macOS / iOS] Use non atomic operation to store facing bits on MoltenVK.bruvzg
2021-11-24Merge pull request #51679 from Je06jm/fsrRémi Verschelde
AMD FidelityFX Super Resolution
2021-11-24[macOS / iOS] Use storage buffers instead of unsupported images for the ↵bruvzg
volumetric fog on MoltenVK.
2021-11-23Implemented AMD's FSR as a computer shader for upscaling 3D scenesJe06jm
2021-11-18Fix Depth-Prepass transparency modejfons
Add mising bits of implementation and ensure depth-prepass objects are only rendered in the transparency pass.
2021-11-17Merge pull request #55029 from clayjohn/VULKAN-SRGBRémi Verschelde
Add SHADER_IS_SRGB define to Vulkan renderer
2021-11-16Fix SRGB conversions in Vulkan Rendererclayjohn
2021-11-13Fix broken light_compute in mobile rendererYuri Roubinsky
2021-11-11Fix shader crashing when using `ALBEDO` or `ALPHA` in light functionYuri Roubinsky
2021-10-30Fix instance index in forward clustered shaderjfons
2021-10-28Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFogclayjohn
Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
2021-10-28Merge pull request #54350 from akien-mga/clang-format-dont-align-operandsRémi Verschelde
2021-10-28Merge pull request #54222 from JFonS/instance-fadeRémi Verschelde
2021-10-28clang-format: Various fixes to comments alignment from `clang-format` 13Rémi Verschelde
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-28clang-format: Disable alignment of operands, too unreliableRémi Verschelde
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`.
2021-10-26Fix shadow disabling on mobile rendererJoan Fons
2021-10-25Fix shadow disabling settingsjfons
Fixes the SHADOW_CASTING_SETTING_OFF setting in GeometryInstance3D and the "shadows_disabled" render mode in spatial materials, which were not working before.
2021-10-25Implement distance fade and transparencyJFonS
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>
2021-10-21Add Soft Very Low shadow quality mode for 3DHugo Locurcio
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.
2021-10-19Merge pull request #53790 from briansemrau/remove-distant-shadowy-voidRémi Verschelde
2021-10-14Remove incorrect fog height density remappingBrian Semrau
2021-10-14Fix several issues with directional shadowsBrian Semrau
- Internally disable blend splits in orthogonal directional shadow mode - Fix soft shadows ignoring fade and blend_splits - Fix soft shadow edge stability
2021-10-14Fix the height fog effectBrian Semrau
2021-10-11Fix shader crash on using METALLIC and ROUGHNESS built-ins in light funcYuri Roubinsky
2021-10-07Remove unimplemented `Environment.ambient_light_occlusion_color` propertyHugo Locurcio
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.
2021-09-29radial fog fixManuel Dun
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