Age | Commit message (Collapse) | Author |
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Remove 16× MSAA support due to driver bugs and low performance
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Compute horizon SO threshold before transformation
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Vulkan: Fix CanvasItem::use_parent_material
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Add glTF2 uri decode for paths.
Add vertex custom apis.
Add scene importer api.
Change Color to float; add support for float-based custom channels in SurfaceTool and EditorSceneImporterMesh
Co-authored-by: darth negative hunter
<thenegativehunter2@users.noreply.github.com>
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Replace current ACES tonemapper with a high quality one
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Use the Light3D Indirect Energy property in SDFGI
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Add source rectangle to blit
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Fix incorrect checking of uniform set to prevent error spam (2)
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The Indirect Energy property was previously ignored in SDFGI
(unlike VoxelGI).
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Make FontData importable resource. Add multi-channel SDF font rendering.
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Remove leftovers of anisotropy in the VoxelGI shader code
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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.
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Scale color output in the mobile renderer to provide HDR support
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Add comments at the top of each built-in shader to ease debugging
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Anisotropy support was removed when VoxelGI was reworked as it was
too demanding on the GPU.
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In the `master` branch, 16× MSAA caused the entire system to freeze
on NVIDIA GPUs. This is likely caused by graphics drivers not actually
implementing 16× MSAA, but combining 8× MSAA with 2× SSAA instead.
On top of that, modern shader complexity makes 16× MSAA very difficult
to use while keeping a good framerate. 8× MSAA is hard enough to use
as it is.
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Replace HTTP URLs with HTTPS for sites with HTTPS versions
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[cppcheck] Remove some redundant assignments.
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Fix multiview defines in tonemap shader
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Use used_in_transfer instead of used_in_compute twice.
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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.
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* Specify all precision qualifiers
* Makes renderer work on Adreno Vulkan
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When a shader error is printed about a built-in shader, the origin
of the shader will now be recognizable immediately by looking at
the top of the printed shader code.
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* Make sure shaders are named, to aid in debug in case of failure
* SceneRenderRD was being wrongly initialized (virtual functions being called when derivative class not initialized).
* Fixed some bugs resulting on the above being corrected.
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The "Use Parent Material" option now does something when enabled on a CanvasItem. As before, it's not just limited to a node's direct parent but can move up the tree until it finds a material.
Also corrected a typo in rendering_device_vulkan.h that didn't merit its own commit.
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More optimizations on the mobile renderer.
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Rewrote raster DOF shader to using BOKEH
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* 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).
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Fix directional shadow bias
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Fix shader crash when using local var with the same name as varying
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implementation
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Use real_t and double where appropriate in Particles
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This is generally the expected behavior when using a nearest + mipmaps
mode, as it's often used for pixel art games.
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Fix the Use Nearest Mipmap Filter project setting not working
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