Commit graph

100 commits

Author SHA1 Message Date
Yuri Rubinsky
3d63f6e36d
Merge pull request #60171 from Chaosus/restore_aa 2022-04-12 18:09:58 +03:00
Yuri Roubinsky
6e9535a9c8 Restore antialiasing for draw_line 2022-04-12 13:03:56 +03:00
Hugo Locurcio
d15b69118d
Fix 3D scaling enum size in the editor and improve descriptions 2022-04-09 17:53:45 +02:00
Hugo Locurcio
c45d2c242b Replace DirectionalLight3D's use_in_sky_only with sky_mode enum
3 options are available:

- Light and Sky (default)
- Light Only (new)
- Sky Only (equivalent to `use_in_sky_only = true`)

Co-authored by: clayjohn <claynjohn@gmail.com>
2022-03-17 14:00:02 -07:00
Xavier Loh
a0e720efb2 Expose RenderingServer::canvas_item_add_animation_slice in GDScript 2022-03-13 22:53:24 +08:00
Hugo Locurcio
aea104deb7
Remove unused shadow_color property from Light3D
This shadow color property was no longer effective since the shaders
were optimized to improve occupancy.
2022-03-04 23:12:18 +01:00
Rémi Verschelde
3078b92dff
Merge pull request #58512 from Calinou/light3d-add-distance-fade 2022-03-04 12:26:29 +01:00
Hugo Locurcio
83efe4d8b0
Fix typo in SSR roughness quality enum value names 2022-02-28 01:06:26 +01:00
Hugo Locurcio
b1a295b739
Implement distance fade properties in OmniLight3D and SpotLight3D
This can be used to fade lights and their shadows in the distance,
similar to Decal nodes. This can bring significant performance
improvements, especially for lights with shadows enabled and when
using higher-than-default shadow quality settings.

While lights can be smoothly faded out over distance, shadows are
currently "all or nothing" since per-light shadow color is no longer
customizable in the Vulkan renderer. This may result in noticeable
pop-in when leaving the shadow cutoff distance, but depending on the
scene, it may not always be that noticeable.
2022-02-25 15:17:35 +01:00
Hugo Locurcio
b68dd2e189
Add an XML schema for documentation
This makes it easier to spot syntax errors when editing the
class reference. The schema is referenced locally so validation
can still work offline.

Each class XML's schema conformance is also checked on GitHub Actions.
2022-02-15 00:03:31 +01:00
Hugo Locurcio
c6ef8fb6d4
Improve documentation for GeometryInstance3D.transparency 2022-02-12 00:42:45 +01:00
Rémi Verschelde
c6199da8b8
Merge pull request #39965 from Calinou/tweak-sdfgi-defaults 2022-02-10 17:31:54 +01:00
reduz
db43237c78 Fix BLEND_SHAPE_MASK
* Should now be correct
* Supersedes 53738
2022-02-08 13:50:01 +01:00
Hugo Locurcio
7721e19ccc
Tweak default SDFGI settings for better quality
- Enable Read Sky Light to get proper outdoors lighting out of the box.
- Set bounce feedback to 0.5 by default to get a better quality result.
  - Higher values may cause infinite feedback with bright surfaces.
- Increase the number of frames to converge to improve quality
  at the cost of latency. Most scenes are fairly static after all.
- Use 75% Y scale by default as most scenes are not highly vertical.

- Reorder the Y scale enum to go from the lowest Y scale to the highest.
  Also rename the "Disabled" setting to "100%" for clarity.
2022-02-06 15:28:59 +01:00
Rémi Verschelde
58324f4df8
Merge pull request #54574 from Ansraer/glow_map 2022-01-26 13:39:51 +01:00
Rémi Verschelde
7e3b92f81f
Merge pull request #55360 from Calinou/rename-bake-mode-properties 2022-01-20 17:35:32 +01:00
Ansraer
90652b1755 add support for glow maps 2022-01-20 16:47:25 +01:00
Rémi Verschelde
cba2fd2e80
Revert "Add new scaling modes for splash screen"
This reverts commit fcc9f5ce39.

The feature is good but the implementation still needs more work.
A new PR will be made with a rework of this commit.
2022-01-19 16:09:52 +01:00
Samuel Pedrajas
fcc9f5ce39
Add new scaling modes for splash screen
Removes the `fullsize` option which is superseded by `stretch_mode`.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-01-18 23:29:11 +01:00
Rémi Verschelde
01eefa2c50
Merge pull request #56761 from Calinou/sdfgi-allow-any-number-of-cascades 2022-01-18 16:21:39 +01:00
Rémi Verschelde
8898d6dadc
Dictionary: Serialize empty dict as {} instead of {\n}
Also make sure to always convert multiline dictionaries to a single line for
its EditorHelp representation, as multiline values break formatting.
2022-01-18 11:31:21 +01:00
Hugo Locurcio
2dc7b03a82
Allow using between 1 and 8 cascades for SDFGI
This provides more flexibility between performance and quality
adjustments, especially when using SDFGI for small-scale levels
(which can be useful for procedurally generated scenes).
2022-01-17 16:49:02 +01:00
Hugo Locurcio
40be15920f
Remove support for PVRTC texture encoding and decoding
On the only platform where PVRTC is supported (iOS),
ETC2 generally supersedes PVRTC in every possible way. The increased
memory usage is not really a problem thanks to modern iOS' devices
processing power being higher than its Android counterparts.
2022-01-14 21:08:22 +01:00
Rémi Verschelde
9e97262132
Merge pull request #56170 from Calinou/renderingserver-expose-gi-half-resolution 2022-01-07 00:05:43 +01:00
Hugo Locurcio
221efffdf7
Expose RenderingServer SSIL quality setter methods
This allows changing SSIL quality at run-time in a project.
2022-01-06 02:35:49 +01:00
Fernando Cosentino
ca79373d13
Added material_overlay property to MeshInstance3D
Applying overlay materials into multi-surface meshes currently
requires adding a next pass material to all the surfaces, which
might be cumbersome when the material is to be applied to a range
of different geometries. This also makes it not trivial to use
AnimationPlayer to control the material in case of visual effects.
The material_override property is not an option as it works
replacing the active material for the surfaces, not adding a new pass.

This commit adds the material_overlay property to GeometryInstance3D
(and therefore MeshInstance3D), having the same reach as
material_override (that is, all surfaces) but adding a new material
pass on top of the active materials, instead of replacing them.
2022-01-05 11:47:51 +01:00
Rémi Verschelde
095c72b03e
Merge pull request #55790 from Calinou/renderingserver-add-device-type-getter
Add `RenderingServer.get_video_adapter_type()` method
2022-01-04 16:43:23 +01:00
Rémi Verschelde
851fb16350
Merge pull request #56305 from Calinou/rename-lod-threshold 2022-01-04 15:28:06 +01:00
Rémi Verschelde
7f66c16c03
Merge pull request #51206 from clayjohn/Vulkan-ASSGI 2022-01-04 10:00:17 +01:00
Hugo Locurcio
df09bc38cb
Rename Lod Threshold to Mesh Lod Threshold
This makes it more obvious that the setting only affects mesh LOD,
not manual (H)LOD achieved using visibility ranges.
2021-12-29 00:11:50 +01:00
Hugo Locurcio
bf339842a5
Expose RenderingServer GI half resolution setter method
This is required for projects to be able to change the
GI half-resolution setting at run-time.
2021-12-22 19:38:48 +01:00
Hugo Locurcio
e962900f23
Rename and reorder bake mode properties for consistency
The order now goes from least to most computationally expensive:

- Disabled
- Static
- Dynamic
2021-12-14 12:01:12 +01:00
Hugo Locurcio
b3174e7af9
Add RenderingServer.get_video_adapter_type() method
This can be used to distinguish between integrated, dedicated, virtual
and software-emulated GPUs. This in turn can be used to automatically
adjust graphics settings, or warn users about features that may run
slowly on their hardware.
2021-12-10 17:10:47 +01:00
Je06jm
20deb0917d Implemented AMD's FSR as a computer shader for upscaling 3D scenes 2021-11-23 14:16:03 -07:00
Rémi Verschelde
6c1bd4d227
Replace Godot docs URL with $DOCS_URL in XML class reference 2021-11-15 13:02:21 +01:00
Yuri Roubinsky
826e781bfa Fix default_texture_param in shader pipeline to support uniform arrays 2021-11-12 12:53:40 +03:00
clayjohn
0eff109a21 Added SSIL post processing effect 2021-11-06 12:43:19 -07:00
Brian Semrau
ac24070056 Use Callable in RS::request_frame_drawn_callback 2021-11-05 01:59:38 -04:00
clayjohn
1b2cd9f251 Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog
Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
2021-10-28 22:02:23 -07:00
JFonS
c571e4a7f4 Implement distance fade and transparency
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>
2021-10-25 11:39:34 +02:00
Hugo Locurcio
e87ec8ec17
Add Soft Very Low shadow quality mode for 3D
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.
2021-10-21 18:34:26 +02:00
Hugo Locurcio
73c6e19acc
Allow any floating-point value as a 3D rendering scale option
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.
2021-10-08 18:22:10 +02:00
Hugo Locurcio
265bae824f
Remove unimplemented Environment.ambient_light_occlusion_color property
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.
2021-10-07 17:47:52 +02:00
Rémi Verschelde
862994a8ef
doc: Update links to latest documentation after content reorganization 2021-10-06 13:48:48 +02:00
Rémi Verschelde
788b3aa27a
doc: Fix style inconsistencies for [b]Note:[/b] paragraphs
And fix up formatting not supported by makerst.
2021-10-05 19:13:20 +02:00
bruvzg
0c0b5c84b0 Implement TextServer GDExtension interface, remove TextServer GDNative interface. 2021-10-01 15:13:29 +03:00
Rémi Verschelde
8ecc571158
Merge pull request #49063 from Calinou/remove-16x-msaa
Remove 16× MSAA support due to driver bugs and low performance
2021-09-13 17:34:04 +02:00
Bastiaan Olij
506ae80876 Expose Vulkan internal values for access from extensions 2021-09-09 22:28:32 +10:00
Bastiaan Olij
64626cc435 Optionally scale 3D render content 2021-08-26 20:48:40 +10:00
Hugo Locurcio
7192852da3
Remove 16× MSAA support due to driver bugs and low performance
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.
2021-08-25 07:56:27 +02:00