The built-in ALPHA in spatial shaders comes pre-set with a per-instance
transparency value. Multiply by it if you want to keep it.
The transparency value of any given GeometryInstance3D is affected by:
- Its new "transparency" property.
- Its own visiblity range when the new "visibility_range_fade_mode"
property is set to "Self".
- Its parent visibility range when the parent's fade mode is
set to "Dependencies".
The "Self" mode will fade-out the instance when reaching the visibility
range limits, while the "Dependencies" mode will fade-in its
dependencies.
Per-instance transparency is only implemented in the forward clustered
renderer, support for mobile should be added in the future.
Co-authored-by: reduz <reduzio@gmail.com>
This can be used to improve 3D shadow rendering quality at little
performance cost. Unlike the existing Hard setting which is limited
to variable shadow blur only, it works with both fixed blur and
variable blur.
This allows for finer control over 3D rendering resolution.
Supersampling can also be performed by setting a 3D rendering
resolution above 1.0, which is useful for offline rendering or
for very high-end GPUs.
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.
* Fixed LODs for shadow meshes.
* Added a merging step before simplification. This helps with tesselated
meshes that were previously left untouched. The angle difference at
wich edges ar considered "hard" can be tweaked as an import setting.
* LODs will now start with the highest decimation possible and keep
doubling (approximately) the number of triangles from there. This
makes sure that very low triangle counts are included when possible.
* Given more weight to normal preservation.
* Modified MeshOptimizer to report distance-based error instead of
including attributes in the reported metrics.
* Added attribute transference between the original mesh and the
various LODs. Right now only normals are taken into account,
but it could be expanded to other attributes in the future.
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.
* Shadow quality settings now specialization constant.
* Decal and light projector filters can be set.
* Changing those settings forces re-creation of the pipelines.
These changes should help improve performance related to shadow mapping, and allows improving performance by sacrificing decal and light projector quality.
* Keep track of when projector, softshadow or directional sofshadow were enabled.
* Enable them via specializaton constant where it makes sense.
* Re-implements soft shadows.
* Re-implements light projectors.
* Fixed and redone the process to obtain render information from a viewport
* Some stats, such as material changes are too difficult to guess on Vulkan, were removed.
* Separated visible and shadow stats, which causes confusion.
* Texture, buffer and general video memory can be queried now.
* Fixed the performance metrics too.
The Optimized shadow depth range was removed in late 2020 in favor
of the Stable shadow depth range, but it still had a (broken) property
that allowed to enable it.
* Removed entirely from RenderingServer.
* Replaced by ImmediateMesh resource.
* ImmediateMesh replaces ImmediateGeometry, but could use more optimization in the future.
* Sprite3D and AnimatedSprite3D work again, ported from Godot 3.x (though a lot of work was needed to adapt them to Godot 4).
* RootMotionView works again.
* Polygon3D editor works again.
* Editor 2D viewport now uses embedded subwindows (windows no longer pop up)
* Restored the ability to disable 3D on the 2D viewport (makes 3D not display on 2D when there is a camera on the scene)
* Added a function to ignore subsequent commands if they don't fall within the slice.
* This will be used by the new TileMap to properly provide animated tiles.
* This is the 3D counterpart to #49632
* Implemented a bit different as 3D works using instancing
After merged, both 2D and 3D classes will most likely be renamed in a separate PR to DisplayNotifier2D/3D.
* Works from RenderinServer
* Accurately tells when on or off-scren, its no longer approximate.
* VisibilityEnabler also simplified to use the process mode instead.
This commit adds the following properties to GeometryInstance3D: `visibility_range_begin`,
`visibility_range_begin_margin`, `visibility_range_end`, `visibility_range_end_margin`.
Together they define a range in which the GeometryInstance3D will be visible from the camera,
taking hysteresis into account for state changes. A begin or end value of 0 will be ignored,
so the visibility range can be open-ended in both directions.
This commit also adds the `visibility_parent` property to 'Node3D'.
Which defines the visibility parents of the node and its subtree (until
another parent is defined).
Visual instances with a visibility parent will only be visible when the parent, and all of its
ancestors recursively, are hidden because they are closer to the camera than their respective
`visibility_range_begin` thresholds.
Combining visibility ranges and visibility parents users can set-up a quick HLOD system
that shows high detail meshes when close (i.e buildings, trees) and merged low detail meshes
for far away groups (i.e. cities, woods).
* GIProbe is now VoxelGI
* BakedLightmap is now LightmapGI
As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
-Mesh2D now works
-MultiMesh2D now works
-Polygon2D now works
-Added hooks for processing 2D particles
-Skeleton2D now works
2D particles still not working, but stuff needed for it is now implemented.
-Enable the trails and set the length in seconds
-Provide a mesh with a skeleton and a skin
-Or, alternatively use one of the built-in TubeTrailMesh/RibbonTrailMesh
-Works deterministically
-Fixed particle collisions (were broken)
-Not working in 2D yet (that will happen next)
Added an occlusion culling system with support for static occluder meshes.
It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`.
Occluders are defined via the new `Occluder3D` resource and instanced using the new
`OccluderInstance3D` node. The occluders can also be automatically baked from a
scene using the built-in editor plugin.
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread).
-RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault.
-Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory).
-3D physics server changed to be made multithread friendly.
-Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads.
-Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
-Always use temporal reproject, it just loos way better than any other filter.
-By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance.
-Disadvantage of temporal reproject is update latency so..
-Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency.
-When importing, a vertex-only version of the mesh is created.
-This version is used when rendering shadows, and improves performance by reducing bandwidth
-It's automatic, but can optionally be used by users, in case they want to make special versions of geometry for shadow casting.
-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.
-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.