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path: root/servers/rendering/renderer_rd
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
2021-11-19Allow passing non-variable constant to const function param in shadersYuri Roubinsky
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
2021-11-12Fix multimesh still drawing when visible instances is zeroBrian Semrau
2021-11-12Fix default_texture_param in shader pipeline to support uniform arraysYuri Roubinsky
2021-11-11Fix shader crashing when using `ALBEDO` or `ALPHA` in light functionYuri Roubinsky
2021-11-08Implement CameraEffects override_exposureDominic-ATOR
2021-11-01Merge pull request #54459 from rxlecky/fix-multimesh-buffer-overflow-53603Rémi Verschelde
2021-10-31Fix multimesh buffer overflow in RendererStorageRDSeleckyErik
2021-10-31Repaired mistyped of 'threshold' on several files.M. Huri
2021-10-31Merge pull request #54403 from briansemrau/fix-small-fogvolumeRémi Verschelde
FogVolume don't dispatch compute with zero-dimension groups
2021-10-30Don't use Texture image caches if they are rendered toBrian Semrau
2021-10-30Merge pull request #54405 from JFonS/fix_instance_indexRémi Verschelde
Fix instance index in forward clustered shader
2021-10-30Disallow compute dispatch with zero dimensions.Brian Semrau
2021-10-30Fix instance index in forward clustered shaderjfons
2021-10-29Fix error spammed to output if `FogVolume` is setted to sceneYuri Roubinsky
2021-10-29Fix crash when opening a converted `FogMaterial`Yuri Roubinsky
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>
2021-10-22Merge pull request #53992 from Calinou/hard-shadow-mapping-allow-ditheringRémi Verschelde
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.
2021-10-21Fix built-in texture samplers passing for spatial shader modeYuri Roubinsky
2021-10-20Prevent a rendering crash and error spam for uniform texture arrayYuri Roubinsky
2021-10-19Merge pull request #53972 from zedutch/fix-shader-time-updateRémi Verschelde
Fix shaders using `TIME` not continuously updating
2021-10-19Merge pull request #53790 from briansemrau/remove-distant-shadowy-voidRémi Verschelde
2021-10-19Merge pull request #52940 from groud/toast_notificationRémi Verschelde
2021-10-18Fix shaders that use TIME do not force editor to continuously updateRobin Arys
2021-10-15Swap args of Plane(point, normal) constructormennomax
Now (normal, point)
2021-10-15Merge pull request #53815 from Chaosus/fix_wireframe_render_modeRémi Verschelde
2021-10-15Fix `wireframe` render modeYuri Roubinsky
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
2021-10-14Implement toast notifications in the editorGilles Roudière
2021-10-14Fix the height fog effectBrian Semrau
2021-10-13Added few more built-ins to shader languageYuri Roubinsky
2021-10-12Merge pull request #53712 from CakHuri/nullptrRémi Verschelde
Replace NULL with nullptr
2021-10-12Replaced NULL with nullptrM. Huri
2021-10-12Fix some LGTM errors of "Multiplication result converted to larger type"Aaron Franke