reduz
a9beb7aa8c
Shadow map rendering optimization
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-All shadow rendering is done with raster now (no compute)
-All shadow rendering is done by rendering directly to the shadow atlas
-Improved how buffer clearing is done to optimize the above.
-Ability to set shadows as 16 bits.
2021-01-24 20:17:28 -03:00
reduz
6fe342478b
Several GI related optimizations and fixes
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-SDFGI direct light is done over many frames
-SDFGI Changed settings for rays/frame
-SDFGI Misc optimizations
-SDFGI Bug fix on probe scroll
-GIProbe was not working, got it to work again
-GIProbe dynamic objects were not working, fixed
-Added a half size GI option.
2021-01-24 19:29:07 -03:00
clayjohn
561de937b1
Use Interleaved gradient noise for shadow samples
2021-01-21 07:47:01 -08:00
reduz
099dee35f4
Added GPU based cluster builder
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Clustering is now GPU based, uses an implementation based on the Activision algorithm.
2021-01-19 23:31:06 +01:00
reduz
7008e3c6ea
Shader optimizations to reduce VGPR usage and increase occupancy
2021-01-19 23:31:02 +01:00
Yuri Roubinsky
ef941a6500
Renamed emit_particle
to emit_subparticle
shader function
2021-01-12 09:41:08 +03:00
Yuri Roubinsky
fdfddbdc3c
Fix LIGHT compilation for canvas shader
2021-01-09 23:22:59 +03:00
reduz
446618cf94
Change the light attenuation formulas.
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-Much better looking, physically based.
-Almost negligible extra cost.
2021-01-05 14:44:05 -03:00
reduz
5d2a1d7892
Rewrite render code to be more cache and thread friendly.
2021-01-05 08:50:18 -03:00
reduz
9a2f18f8e7
Reorganize renderer code.
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So it can hopefully be made more cache efficient afterwards.
2021-01-05 08:50:18 -03:00
Rémi Verschelde
00f5ea2ed2
Merge pull request #44842 from clayjohn/VULKAN-SSAO-2
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SSAO renames and move push constant binding
2021-01-04 23:03:54 +01:00
Hendrik Brucker
ec6fc059b7
fix inconsistent normal map shader variable naming
2021-01-04 14:08:01 +01:00
clayjohn
0015260c4b
SSAO cleanup and fixes
2021-01-03 21:32:22 -08:00
Marcel Admiraal
b4a190e0bc
Consistently use normal_map
2020-12-29 08:04:19 +00:00
clayjohn
34cfe1cc40
Cleanup leftover functions from adding SSAO
2020-12-26 16:33:07 -08:00
clayjohn
44f8922305
Port ASSAO to Godot to replace SAO
2020-12-21 23:08:59 -08:00
reduz
7bf90c7888
Improved shadow rendering efficiency
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-Do not bind attributes that are not needed
-Improve a bit more how meshoptimizer interacts with Godot
2020-12-18 19:47:32 -03:00
reduz
bf77016c8a
Reimplement skeletons and blend shapes
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Uses compute shaders, which only once, on demand, and all in parallel.
2020-12-16 14:32:04 -03:00
clayjohn
775e3db2e1
Fixes to recent Vulkan errors
2020-12-10 22:47:53 -08:00
reduz
2748b9a10d
Add support for low-end 3D rendering.
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-Reduce number of uniform sets from 6 to 4.
-Remove features in low end mode, in order to reduce the number of texture units fit to 16.
2020-12-07 20:50:57 -03:00
reduz
2787ad65be
RenderingServer reorganization
2020-12-04 18:39:46 -03:00