Commit graph

350 commits

Author SHA1 Message Date
Rémi Verschelde
2b2c372dbc
Merge pull request #70122 from clayjohn/VRS-r8uint
Don't attempt to create or use an R8_UINT texture as storage if VRS is not supported
2022-12-17 12:22:03 +01:00
clayjohn
5e90b90a97 Don't attempt to create or use an R8_UINT texture as storage if VRS is not supported 2022-12-16 09:53:12 -08:00
Rémi Verschelde
e1bcadd12d
Merge pull request #56804 from Calinou/ssr-add-max-roughness-cutoff
Add maximum roughness cutoff to SSR to improve performance
2022-12-15 09:20:29 +01:00
Rémi Verschelde
465d4c1d95
Merge pull request #70009 from clayjohn/glow-hq
Remove high quality glow as it is not any higher quality than regular glow
2022-12-13 23:32:15 +01:00
Rémi Verschelde
fc517e6c89
Merge pull request #70003 from clayjohn/GLES3-cc
Various fixes and documentation for CanvasGroup
2022-12-13 23:31:43 +01:00
clayjohn
bdd4001ef0 Various fixes and documentation for CanvasGroup
Properly apply custom materials with CanvasGroups in the GLES3 backend

Properly blur backbuffer when using a partial rect in forward_plus and
gl_compatibility renderers

Properly set fit_margin when clear_margin is set

Fix shader error during backbuffer clear in mobile renderer
2022-12-13 10:22:18 -08:00
clayjohn
5b5cd2b98b Remove high quality glow as it is not any higher quality than regular glow 2022-12-13 10:15:45 -08:00
Rémi Verschelde
83281e7a42
Merge pull request #69985 from clayjohn/mobile-rim
Ensure that rim lighting uses an exponent base greater than zero
2022-12-13 10:12:00 +01:00
clayjohn
a062798b76 Ensure that rim lighting uses a exponent base greater than zero
This avoids the undefined behavior that happens if the base is zero and the exponent is zero
2022-12-12 13:41:28 -08:00
Hugo Locurcio
7745bd42a6
Add maximum roughness cutoff to SSR to improve performance
In a test scene with mixed rough and non-rough materials, this saves
upwards of 0.15 ms of GPU time with very little visual artifacting
(GTX 1080, 2560×1440).
2022-12-10 17:35:18 +01:00
clayjohn
e6f8c8517c Fade out SSR with roughness so that it doesn't show at high roughness amounts 2022-12-09 12:59:51 -08:00
NumbuhFour
1b09fd5410 Implement CAMERA_VISIBLE_LAYERS as built-in shader variable 2022-12-03 22:41:27 -08:00
Rémi Verschelde
daf168f4c8
Merge pull request #69522 from clayjohn/IBL-black-metal
Allow black metallic materials to reflect IBL
2022-12-03 12:46:30 +01:00
clayjohn
1e05dd3504 Allow black metallic materials to reflect IBL 2022-12-02 19:54:59 -08:00
clayjohn
b2b89d7294 Properly remap roughness when reading from radiance map
This ensures that we consistently use perceptual roughness which matches the behaviour of most other PBR renderers like Blender, Ue4 and Godot 3
2022-12-02 15:39:20 -08:00
Rémi Verschelde
3a43d44656
Merge pull request #68830 from Ayush-singla27/issuebranch
fixed incorrect mesh normals in shaders
2022-11-20 11:35:52 +01:00
clayjohn
0e5a98cdd8 Fix drawing of 2D skeletons in the RD renderer.
Also clean up skeleton code in preparation for adding them to GLES3

Properly update Mesh2D AABBs when skeleton is updated
2022-11-18 23:36:40 -08:00
Ayush Singla
75ba0a7957 fixed incorrect mesh normals in shaders 2022-11-19 11:06:03 +05:30
Rémi Verschelde
58cb11b396
Merge pull request #68710 from BastiaanOlij/fix_vrs
Fix VRS issues
2022-11-18 16:19:22 +01:00
clayjohn
21ac6d7d8e Finish implementing Canvas Background mode 2022-11-17 12:51:26 -08:00
Bastiaan Olij
616ba8745f Fix VRS issues 2022-11-17 00:32:42 +11:00
Rémi Verschelde
245e6454a0
Merge pull request #68673 from clayjohn/RD-alpha-hash
Fix alpha hash by correcting typos and doing calculations in object space
2022-11-15 10:28:59 +01:00
Rémi Verschelde
1e9a61cd40
Merge pull request #68487 from clayjohn/RD-mobile-raster
Use raster versions of copy effects for 2D operations when using the mobile renderer
2022-11-15 10:27:43 +01:00
clayjohn
81d8b502cc Fix alpha hash by correcting typos and doing calculations in object space 2022-11-14 17:57:49 -08:00
Rémi Verschelde
014fac8f28
Merge pull request #67746 from SonnyBonds/fix_cluster_shader_mvk
Fix cluster_render.glsl failing on some Macs
2022-11-11 21:05:20 +01:00
Rémi Verschelde
c41b9c5f5b
Merge pull request #67972 from and-rad/vector-field-consistency
Fix inconsistency between vector field texture and world space directions
2022-11-11 21:05:00 +01:00
clayjohn
8e41221404 Use raster versions of copy effects for 2D operations when using the mobile renderer
This PR implements a few basic copy operations in raster that weren't available before
2022-11-10 12:47:26 -08:00
Rémi Verschelde
d147adc591
Merge pull request #67915 from RevoluPowered/fix-intel-macbook-crash-subgroups
Ensure vulkan subgroups are disabled for MoltenVK
2022-10-31 10:53:30 +01:00
clayjohn
31c1a06ab5 Fix ss_effects_flags uniform in clustered forward renderer
This comes from an uncaught merge conflict resulting from the split of scene_data into
scene_data and implementation_data
2022-10-27 15:37:38 -07:00
Clay John
0d711cad30
Merge pull request #66107 from devloglogan/ambient-light-disabled-fix
Fix ambient_light_disabled render mode flag
2022-10-27 10:08:29 -07:00
Andreas Raddau
a5828cd0e3 Improved consistency between vector field texture and world space 2022-10-27 15:43:24 +02:00
Gordon MacPherson
381d457a2a Ensure vulkan subgroups are disabled for MoltenVK
We found they don't work on intel macbooks properly at all.

Possible future solutions:
- update to moltenvk.
- update to spirv may resolve it.
2022-10-26 20:12:06 +01:00
Anders Stenberg
bbb1f900dd Fix cluster_render.glsl failing on some Macs
Some Macs encounter an internal error when compiling cluster_render.glsl
caused by a likely bug in the MVK/Metal
compiler when using gl_HelperInvocation.
2022-10-22 12:27:13 +02:00
Markus Sauermann
b8031bb7d6 Code simplifications
1. Viewport::get_visible_rect().position is always zero.
So Control::get_window_rect is identical to Control::get_global_rect.
Remove Control::get_window_rect since it is not used in the source code.

2. sqrt(a * a) = abs(a) for doubles

3. Simplify affine_inverse combination

4. Simplify calculation in shaders
2022-10-18 12:47:40 +02:00
Rémi Verschelde
367a9b8056 Merge pull request #67335 from clayjohn/GLES3-2d-lights
Add 2D lights to OpenGL3 canvas renderer
2022-10-13 09:05:36 +02:00
clayjohn
e600fb93a5 Add 2D lights to OpenGL3 canvas renderer
This is an initial implementation using the same single-pass approach as the RenderingDevice.
2022-10-12 17:55:01 -07:00
Hugo Locurcio
6aebc7b66e
Fix volumetric fog not rendering at densities lower than or equal to 0.001
This allows volumetric fog to render with the lowest density that
can be specified in the inspector (0.0001).
2022-10-13 00:45:49 +02:00
Bastiaan Olij
d09ad714bf Fixing artifacts in SSR 2022-10-04 23:47:13 +11:00
clayjohn
3126619aa5 Update Instance flags in shaders to match instance flags in engine 2022-10-02 21:37:06 -07:00
Rémi Verschelde
166df0896c Fix typos with codespell
Using codespell 2.3-dev from current git.

And fix typo in `methods.py` for `vsproj=yes` option (still won't work
though).
2022-09-30 14:23:36 +02:00
Rémi Verschelde
67961d875d Merge pull request #66178 from clayjohn/double-precision-rendering
Emulate double precision for regular rendering operation when REAL_T_IS_DOUBLE
2022-09-30 09:59:45 +02:00
Rémi Verschelde
7a0500d9a3 Merge pull request #66626 from danboo/fix-typo-run-debug-collisons
Fix typos - "collison" -> "collision"
2022-09-30 09:58:25 +02:00
danboo
eba8be6e45 Fix typo - "collison" -> "collision" 2022-09-29 13:56:26 -08:00
clayjohn
1a0890122f Clean up canvas light shader API.
Expose LIGHT_ENERGY and LIGHT_IS_DIRECTIONAL.
Add LIGHT_DIRECTION
2022-09-28 11:46:58 -07:00
Rémi Verschelde
b8870b91b5 Merge pull request #66466 from clayjohn/FXAA-fix
Take FXAA samples from half-pixel coordinates to improve quality
2022-09-27 09:58:22 +02:00
Rémi Verschelde
2ad63f68b3 Merge pull request #66370 from bitbrain/fix-light2d-blend-modes
Fix broken 2D light blending, addresses #49922
2022-09-27 09:57:44 +02:00
Rémi Verschelde
5ecaa676cc Merge pull request #66317 from clayjohn/debanding-bug
Move deband to end of tonemapping.
2022-09-27 09:54:45 +02:00
clayjohn
dbcc0fa2a6 Take FXAA samples from half-pixel coordinates to improve quality 2022-09-26 11:54:29 -07:00
Rémi Verschelde
5ae6379e5d Merge pull request #66394 from bitbrain/fix-unshaded-canvas-modulate
Fix Unshaded CanvasItem for Vulkan
2022-09-26 08:24:45 +02:00
Bastiaan Olij
56d6a13fd7 Make dependencies with shader includes in subfolders 2022-09-26 12:29:19 +10:00
Miguel Gonzalez Sanchez
125f0be8b7
do not apply modulate on canvas when unshaded is set 2022-09-25 12:13:46 +01:00
Miguel Gonzalez Sanchez
2047be4516
fix broken 2D light blending, addresses #49922 2022-09-24 20:13:12 +01:00
clayjohn
fe69fedc1a Move deband to end of tonemapping.
This avoids artifacts when using adjustments and color correction
2022-09-23 11:46:40 -07:00
clayjohn
27a3014f50 Emulate double precision for regular rendering operation.
We calculate the lost precision on the CPU and pass it into the GPU
so that it can calculate an error-corrected version of the vertex position
2022-09-20 23:40:01 -07:00
Logan Lang
e61d8b6f53 enabled ambient_light_disabled render mode flag 2022-09-19 17:12:32 -05:00
Bastiaan Olij
02ea1de7d0 Extract shared scene data into a separate class 2022-09-15 12:09:57 +10:00
Rémi Verschelde
ecaa7b634e
Merge pull request #65322 from ceLoFaN/fix-dof-artifact-at-high-blur 2022-09-15 00:03:40 +02:00
Clay John
f709596631
Merge pull request #65418 from JFonS/taa_multimesh
Add motion vectors support for MultiMeshInstance
2022-09-14 09:06:27 -07:00
clayjohn
8fa76a5272 Move debanding into internal sky shader code so that it is applied after everything else.
This ensures that the debanding does not scale with exposure or any other effect.
2022-09-13 10:39:04 -07:00
Rémi Verschelde
79b21e96ad
Merge pull request #65544 from clayjohn/lambert-wrap
Apply energy conservation to LAMBERT_WRAP diffuse mode by dividing by PI
2022-09-12 20:42:27 +02:00
clayjohn
97be1fb7b6 Apply energy conservation to LAMBERT_WRAP and TOON diffuse modes by dividing by PI 2022-09-12 08:45:40 -07:00
jfons
74cdee4cb5 Add motion vectors support for MultiMeshInstance
Transparently handle changes in multimesh transforms so they get reflected in the motion vectors buffer.
2022-09-12 15:28:12 +02:00
clayjohn
65f0113bc6 Properly scale SSR reflection based on metallic value for dielectric materials 2022-09-09 16:52:02 -07:00
ceLoFaN
e844b95eaf Fix DoF artifacting at high blur amounts 2022-09-05 21:38:40 +03:00
Rémi Verschelde
d63c6fc463 Merge pull request #60185 from Calinou/environment-fog-and-sky-affect 2022-09-01 23:52:34 +02:00
Hugo Locurcio
699e9f7966
Add Environment properties to control fog rendering on background sky
Values lower than 1.0 can be used to make the fog rendering not fully
obstruct the sky. This can be desired when using fog as a purely
atmospheric effect, without intending to use fog for open world fog
fading.

When set to 0.0, fog rendering behavior will be similar to Godot 3.x
where sky rendering was never affected by fog.
2022-09-01 19:07:39 +02:00
Bastiaan Olij
2cd84be64d Extracting render buffers and changing it to a more generic solution 2022-09-01 20:01:45 +10:00
clayjohn
385ee5c70b Implement Physical Light Units as an optional setting.
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.

In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-08-31 12:14:46 -07:00
Rémi Verschelde
c40855f818
Merge pull request #65130 from BastiaanOlij/fix_mobile_signed_tangent
Fix vector type for signed tangent in mobile shader
2022-08-31 09:12:31 +02:00
Bastiaan Olij
708222bb9a Fix vector type for signed tangent in mobile shader 2022-08-31 16:35:54 +10:00
Hugo Locurcio
09bedcead4
Add a per-light volumetric fog energy property
Per-light energy gives more control to the user on the final result of
volumetric fog. Specific lights can be fully excluded from volumetric fog
by setting their volumetric fog energy to 0, which improves performance
slightly. This can also be used to prevent short-lived dynamic effects
from poorly interacting with volumetric fog, as it's updated over several
frames by default unless temporal reprojection is disabled.

Volumetric fog shadows now obey Light3D's Shadow Opacity property as well.

The shadow fog fade property was removed as it had little visible impact
on the final scene's rendering.
2022-08-30 20:03:38 +02:00
bruvzg
bcc3643989
Add font LCD sub-pixel anti-aliasing support. 2022-08-23 08:47:21 +03:00
Rémi Verschelde
7b4927bb5f
Merge pull request #60309 from The-O-King/oct 2022-08-22 19:29:21 +02:00
Omar El Sheikh
61522d8491 Add Blendshape Support
Update the blendshape shader to decode/encode octahedral normals
2022-08-20 20:59:28 -07:00
Omar El Sheikh
78881b3cc3 Octahedral Normal/Tangent Compression
Implementation of Octahedral normal compression into Godot 4.0
2022-08-13 08:09:32 -07:00
clayjohn
7d6287f616 Properly scale depth in bokeh_dof effect so that setting distance to blur effect is accurate again 2022-08-12 16:39:05 -06:00
Rémi Verschelde
8734ef1f7a
Merge pull request #62547 from clayjohn/ref_vec_pbr 2022-08-08 10:18:32 +02:00
Hugo Locurcio
baaa7503c7
Add a shadow opacity property to Light3D
This can be used to make shadows translucent for a specific light.

The light distance fade system also uses this to smoothly fade the shadow
when the light fade transition distance is greater than 0.
2022-08-07 11:06:32 +02:00
Hugo Locurcio
d38671827b
Fade screen-space reflection towards inner margin
- Fade reflection towards inner margin and clip it at screen edges
  instead of external margin.
- Round edges of the fade margin if both are being cut off to prevent
  sharp corners.

Co-authored-by: puchik <puchik@users.noreply.github.com>
2022-08-03 01:55:42 +02:00
Rémi Verschelde
bda2274969
Merge pull request #63627 from and-rad/vector-field-attractor-fix
Fix vector field particle attractor texture sampling
2022-08-02 07:13:04 +02:00
Rémi Verschelde
2cdef4d532
Merge pull request #63589 from RandomShaper/sdfgi_debug_pc
Keep SdfgiDebug shader's push constant size <= 128
2022-08-02 07:11:58 +02:00
Rémi Verschelde
677f565ce8
Merge pull request #63587 from clayjohn/specular-occlusion
Treat specular less than 0.02 as occlusion
2022-08-01 07:54:57 +02:00
clayjohn
0c65ed38a6 Treat specular less than 0.02 as occlusion
This is a very common hack used in almost all PBR renderers to allow removing specular contribution in dielectric materials
2022-07-31 15:45:21 -07:00
Hugo Locurcio
0e26fee3b7
Make Decal's modulate property affect emission color as well
This can be used to recolor special effects such as fake area fog
without having to create separate textures for each color.

- Improve the Decal class documentation.
2022-07-30 21:41:48 +02:00
Andreas Raddau
dfc6035ce1 Fix vector field particle attractor texture sampling 2022-07-29 16:52:54 +02:00
Pedro J. Estébanez
278950f731 Keep SdfgiDebug shader's push constant size <= 128 2022-07-29 13:25:11 +02:00
Hugo Locurcio
4b42379c8f
Rename RenderingServer global shader uniform methods to be more explicit
The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
2022-07-28 18:46:59 +02:00
Bastiaan Olij
bad5c659a4 Move Sky(RD) into environment
Move Fog logic from render scene render to fog
2022-07-26 10:19:40 +10:00
Rémi Verschelde
4f7bfacfcd
Merge pull request #62478 from BastiaanOlij/split_effects_20220628 2022-07-22 23:44:52 +02:00
luz paz
38aaaa3cf9 Fix various typos not caught by codespell
Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600
2022-07-21 07:38:23 -04:00
Bastiaan Olij
eefcb5ed67 Move screen space effects into a separate class 2022-07-19 13:27:39 +10:00
Bastiaan Olij
d139131aab Adding Variable Rate Shading support to Godot
Improve GI renderer and add VRS support
Implement render device has_feature and move subgroup settings to limit_get
2022-07-17 15:42:24 +10:00
Hugo Locurcio
0f18bd244e
Fix dead link in TAA resolve shader comment
Spartan Engine has recently removed its own internal TAA in favor
of FSR 2.0. The link has been changed to point to a fixed commit,
so the link will keep working as long as the repository exists.
2022-07-09 22:51:54 +02:00
Rémi Verschelde
6bbfd160b0 SCons: Properly track codegen script dependency for generated GLSL headers 2022-07-02 16:01:48 +02:00
clayjohn
93c82ab4b9 Evaluate specular reflections using specular dominant direction instead of assuming mirror reflections 2022-06-29 23:36:18 -07:00
Pedro J. Estébanez
fc6ac4a155 Consider uniform writability part of the interface of the set 2022-06-27 21:56:18 +02:00
Bastiaan Olij
6224b00365 Moved cube_to_dp and cubemap logic into CopyEffects 2022-06-24 18:04:28 +10:00
Rémi Verschelde
051fb86fb0
Merge pull request #61221 from BastiaanOlij/split_gi_effects 2022-06-23 12:28:10 +02:00
Rémi Verschelde
e21db7723a
Merge pull request #62286 from JFonS/taa_global_time 2022-06-22 16:59:08 +02:00
jfons
0f38e79617 Move TIME to a global shader variable
This makes it work consistently for motion vectors in all functions, including user-defined ones.
2022-06-22 12:24:37 +02:00