Age | Commit message (Collapse) | Author |
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Use 16-bit depth to improve dynamic VoxelGI performance
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Remove unused struct fields in VoxelGIData
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Remove unused code in GI shaders
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Happy new year to the wonderful Godot community!
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This makes it more obvious that the setting only affects mesh LOD,
not manual (H)LOD achieved using visibility ranges.
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The word "anisotropy" is used in full form in BaseMaterial3D's
anisotropy-related properties.
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Replace String comparisons with "", String() to is_empty()
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Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
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The message about SpatialMaterial conversion was turned into a warning,
as it can potentially interfere with porting projects from Godot 3.x
(if there's a bug in the conversion code).
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This reduces the struct size from 112 bytes to 96 bytes.
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In a complex scene with several dynamic emissive objects, this
saves over 1 ms of GPU time on a GTX 1080 in 2560×1440.
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In scenes that have little to no overdraw, disabling the depth prepass
can give a small performance boost. Nonetheless, in most other scenarios,
the depth prepass should be left enabled as it improves performance
significantly.
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Fix uniform array alignment to fix a bug
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AMD FidelityFX Super Resolution
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volumetric fog on MoltenVK.
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Add mising bits of implementation and ensure depth-prepass objects are
only rendered in the transparency pass.
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Add SHADER_IS_SRGB define to Vulkan renderer
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FogVolume don't dispatch compute with zero-dimension groups
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