Age | Commit message (Collapse) | Author |
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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.
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VisualServer no longer exists in the `master` branch.
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Remove bogus sky error check
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Move assignment of SSAO radius push constant
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and similar cases
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Occlusion culling fixes
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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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