Chaosus
f538376c3b
Add CLIP_SPACE_FAR
built-in to spatial shader
2024-08-27 08:48:46 +03:00
Rémi Verschelde
68d188d521
Merge pull request #95888 from clayjohn/Lightmap-SH-coefficients
...
Use correct lightmap coefficients to ensure that the directional lightmap mode looks correct
2024-08-25 20:18:18 +02:00
BlueCube3310
4aa145624e
LightmapGI: Fix shader data alignment after #89919
2024-08-21 21:37:13 +02:00
clayjohn
f4ccba7508
Use correct lightmap coefficients to ensure that the directional lightmap mode looks correct
...
Also remove the metallic option from directional lightmap as it is guaranteed to return negative numbers in many cases
2024-08-21 10:24:32 -07:00
Stuart Carnie
2d0165574d
Add Metal support for macOS (arm64) and iOS
2024-08-20 12:11:06 +02:00
Rémi Verschelde
8acd82f70e
Merge pull request #89919 from BlueCube3310/bicubic-lightmap
...
Implement bicubic sampling for lightmaps
2024-08-20 10:01:41 +02:00
Rémi Verschelde
333f0f910f
Merge pull request #86000 from jsjtxietian/add-missing-model_normal_matrix
...
Add `model_normal_matrix` for fragment shader
2024-08-20 10:01:36 +02:00
jsjtxietian
e698351db2
Add model_normal_matrix for fragment shader
2024-08-20 12:39:29 +08:00
Rémi Verschelde
824a97120e
Merge pull request #92213 from clayjohn/ambient-disabled
...
Disable all sources of ambient light when `ambient_light_disabled` render mode is used
2024-08-19 12:08:31 +02:00
BlueCube3310
ef9bb1a207
Implement support for bicubic lightmap filtering
...
Co-authored-by: Calinou <hugo.locurcio@hugo.pro>
2024-08-19 09:52:09 +02:00
jsjtxietian
970a237c20
Fix undefined alpha_scissor
in standard shader
2024-08-15 11:44:11 +08:00
Pedro J. Estébanez
0064532c1e
Fix position from vertex shader partially uninitialized
2024-07-23 09:04:54 +02:00
clayjohn
6fbef0669d
Disable all sources of ambient light when ambient_light_disabled
render mode is used
2024-05-21 10:42:12 -07:00
QbieShay
e41064388e
reverted naming to premul alpha (no T)
...
Initially 3d had premulT alpha as a keyword.
Since Canvas item uses mixed premul and premult as keywords,
3D is changed as well to keep consistency with 2D.
Unfortunately this keeps inconsistency with the internal ENUM.
2024-05-01 22:24:49 +02:00
QbieShay
41a2b0e83e
Added premult alpha blending to 3D (spatial) shaders.
...
Co-authored-by: jitspoe <jitspoe@yahoo.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2024-05-01 00:53:29 +02:00
Bastiaan Olij
d2d22748b4
Fix issue in shadow to opacity
2024-04-26 21:54:26 +10:00
clayjohn
4e5e81c7d4
Properly calculate penumbra for soft shadows with reverse z
...
Also fix a related bug where the DirectionalLight3D size was ignored unless a positional light with soft shadows touched the mesh
2024-04-25 17:06:49 -07:00
Rob Blanckaert
ffe0b869f5
Add LIGHT_VERTEX to fragment shader
...
Adds a new variable to the fragment shader to specify
the vertex position used when calculating lighting.
2024-04-25 06:56:02 -07:00
Khasehemwy
d950f5f838
Use Reverse Z for the depth buffer
2024-04-04 13:54:15 +02:00
Eidolon
08f4560e69
Add optional depth fog
2024-02-17 22:39:34 -03:00
Bastiaan Olij
1066f01607
Add ivec variants to multiview_uv for stereo rendering
2024-01-23 16:13:31 +11:00
clayjohn
43cf21cb71
Use best fit normals for storing screen space normals
2023-12-21 14:41:29 -07:00
Yuri Sizov
c1d8b53ca0
Merge pull request #82668 from mrjustaguy/master
...
Improve split blending logic for Vulkan
2023-12-18 18:17:36 +01:00
clayjohn
a5399ab5af
Reduce the number of samplers used by the scene shaders
...
The hard limit for Apple devices is 16 samplers per stage. So we need to ensure we use less than that
2023-12-15 17:13:44 -07:00
clayjohn
2b9e6d2972
Use render pass uniform set to store viewport samplers.
...
This fixes a bugs where per-viewport samplers were being used for internal texture fetches (probes, sky, etc.).
This also fixes a bug when using multiple viewports in the same scene.
This also fixes a bug where the texture bias would override the bias from 3D scale.
2023-11-08 23:26:08 +01:00
clayjohn
57ba7ded87
Fix bug with alpha to coverage by enabling depth discard when using alpha to coverage
2023-10-30 23:07:30 +01:00
clayjohn
af1d81d95a
Only perform modelview transform on tangent and binormal when vertex shader is in local space
2023-10-05 22:08:36 -06:00
clayjohn
51ed3aef63
Vertex and attribute compression to reduce the size of the vertex format.
...
This allows Godot to automatically compress meshes to save a lot of bandwidth.
In general, this requires no interaction from the user and should result in
no noticable quality loss.
This scheme is not backwards compatible, so we have provided an upgrade
mechanism, and a mesh versioning mechanism.
Existing meshes can still be used as a result, but users can get a
performance boost by reimporting assets.
2023-10-05 12:02:23 -06:00
mrjustaguy
dd3d380a01
Improve Split Blending
...
Improve Split Blending Logic
2023-10-02 13:22:51 +02:00
Dario
057367bf4f
Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.
...
Introduces support for FSR2 as a new upscaler option available from the project settings. Also introduces an specific render list for surfaces that require motion and the ability to derive motion vectors from depth buffer and camera motion.
2023-09-25 10:37:47 -03:00
bitsawer
dda8846dea
Fix LightmapGI shading sometimes being unlit or black
2023-09-20 01:41:32 +03:00
Milan Gruner
45a33cc749
Implement render mode fog_disabled and BaseMaterial3D setting Disable Fog
2023-09-05 18:15:02 +02:00
Dario
f14c944c21
Flip convention of motion vector to point from current pixel to the previous pixel.
2023-08-28 09:30:20 -03:00
Dario
e2984af013
Add motion vector support for animated surfaces like skeletons or blend shapes.
...
Extends mesh instances that required custom vertex buffers to create two alternating buffers that are written to and binds them to use them as the previous vertex buffer when generating motion vectors.
2023-08-16 11:37:42 -03:00
Clay
7c812cd7e9
Fix use of discard in shaders
...
discard was being included in all shaders set to depth pass opaque, which is the majority of shaders
Instead it should only be used with alpha prepass materials
2023-07-24 23:21:04 +02:00
Yuri Sizov
bb15241e06
Merge pull request #77740 from ChibiDenDen/simplify_vulkan
...
Replace sampler arrays with constant sampler elements, simplify and reuse code for all shaders
2023-07-12 17:16:12 +02:00
ChibiDenDen
35715e510f
replace sampler arrays with constant sampler elements
2023-06-22 01:11:57 +03:00
Bastiaan Olij
952b4b3f38
Apply reprojection in multiview for our cluster lookup
2023-06-21 11:17:01 +10:00
Bastiaan Olij
66272ea26e
Fix volumetric fog in stereo by projection vertex in combined space
2023-06-20 14:36:14 +10:00
Rémi Verschelde
9ce42d176d
Merge pull request #76977 from manueldun/light-shader-builtins
...
Enable the use of all supported builtins on the light shader
2023-06-09 11:04:46 +02:00
Manuel Dun
e2321c21db
Enable the use of all builtins on the light shader
...
When using the light process in spatial shader,
the built-ins work as spected, now they work in forward+,
mobile and compatibility renderer.
2023-06-08 14:14:14 -04:00
clayjohn
ca23d06a31
Re-implement the PSSM_SPLITS debug option
...
This uses a render_mode instead of shadow_color to avoid adding a cost to the basic shader
2023-04-28 17:53:56 -07:00
Johan Aires Rastén
14a8124ffe
Add LIGHT_IS_DIRECTIONAL built-in for spatial shaders
2023-04-20 14:33:30 +02:00
João Pedro Braz
63c6f0b93c
Use MODELVIEW_MATRIX for vertex transform when double precision is enabled
...
This commit updates the double precision vertex transform code from
using the MODEL_MATRIX to now use the MODELVIEW_MATRIX instead.
This can be made possible by transforming the MODELVIEW_MATRIX
back into model space (ie, same space as the MODEL_MATRIX) and then using it as if it were the MODEL_MATRIX.
With this in place we now properly handle VERTEX transformations that
a Material Shader might do, such as billboard-ing.
2023-03-29 10:37:30 -03:00
Bastiaan Olij
694c8ec273
Add render buffer support to screen space effects
2023-02-10 10:27:59 +11:00
Bastiaan Olij
8c77aea9ab
Expose EYE_OFFSET to gdshader code
2023-02-01 12:39:13 +11:00
Rémi Verschelde
4b0363312e
Merge pull request #71455 from BastiaanOlij/fix_stereo_screen_depth
...
Make screen texture and depth texture work in Multiview
2023-01-26 01:11:02 +01:00
Bastiaan Olij
85c478e170
Make screen texture and depth texture work in Multiview
2023-01-25 13:35:01 +11:00
Rémi Verschelde
260daf8a13
Merge pull request #71694 from clayjohn/VoxelGI-reflection
...
Use proper space for forward GI reflections
2023-01-23 22:29:54 +01:00
Rémi Verschelde
5b1df48c6c
Convert en_GB spelling to en_US with codespell
2023-01-23 11:02:20 +01:00