Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-01-24 | Shadow map rendering optimization | reduz | |
-All shadow rendering is done with raster now (no compute) -All shadow rendering is done by rendering directly to the shadow atlas -Improved how buffer clearing is done to optimize the above. -Ability to set shadows as 16 bits. | |||
2021-01-24 | Several GI related optimizations and fixes | reduz | |
-SDFGI direct light is done over many frames -SDFGI Changed settings for rays/frame -SDFGI Misc optimizations -SDFGI Bug fix on probe scroll -GIProbe was not working, got it to work again -GIProbe dynamic objects were not working, fixed -Added a half size GI option. | |||
2021-01-19 | Added GPU based cluster builder | reduz | |
Clustering is now GPU based, uses an implementation based on the Activision algorithm. | |||
2021-01-19 | Shader optimizations to reduce VGPR usage and increase occupancy | reduz | |
2021-01-12 | Renamed `emit_particle` to `emit_subparticle` shader function | Yuri Roubinsky | |
2021-01-09 | Fix LIGHT compilation for canvas shader | Yuri Roubinsky | |
2021-01-05 | Change the light attenuation formulas. | reduz | |
-Much better looking, physically based. -Almost negligible extra cost. | |||
2021-01-05 | Rewrite render code to be more cache and thread friendly. | reduz | |
2021-01-05 | Reorganize renderer code. | reduz | |
So it can hopefully be made more cache efficient afterwards. | |||
2021-01-04 | Merge pull request #44842 from clayjohn/VULKAN-SSAO-2 | RĂ©mi Verschelde | |
SSAO renames and move push constant binding | |||
2021-01-04 | fix inconsistent normal map shader variable naming | Hendrik Brucker | |
2021-01-03 | SSAO cleanup and fixes | clayjohn | |
2020-12-29 | Consistently use normal_map | Marcel Admiraal | |
2020-12-26 | Cleanup leftover functions from adding SSAO | clayjohn | |
2020-12-21 | Port ASSAO to Godot to replace SAO | clayjohn | |
2020-12-18 | Improved shadow rendering efficiency | reduz | |
-Do not bind attributes that are not needed -Improve a bit more how meshoptimizer interacts with Godot | |||
2020-12-16 | Reimplement skeletons and blend shapes | reduz | |
Uses compute shaders, which only once, on demand, and all in parallel. | |||
2020-12-10 | Fixes to recent Vulkan errors | clayjohn | |
2020-12-07 | Add support for low-end 3D rendering. | reduz | |
-Reduce number of uniform sets from 6 to 4. -Remove features in low end mode, in order to reduce the number of texture units fit to 16. | |||
2020-12-04 | RenderingServer reorganization | reduz | |