Commit graph

69 commits

Author SHA1 Message Date
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
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
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
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
clayjohn
93c82ab4b9 Evaluate specular reflections using specular dominant direction instead of assuming mirror reflections 2022-06-29 23:36:18 -07:00
Rémi Verschelde
051fb86fb0
Merge pull request #61221 from BastiaanOlij/split_gi_effects 2022-06-23 12:28:10 +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
Bastiaan Olij
997810e417 Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
Bastiaan Olij
b4821fe2e0 Introduce eye_offset for correcting stereoscopic reflections
Use view instead of vertex for reflections.
2022-06-17 19:39:34 +10:00
jfons
36382ab7eb Workaround MoltenVK error found in TAA implementation 2022-06-09 16:40:00 +02:00
jfons
ba832d83b2 Initial TAA implementation
Initial TAA support based on the implementation in Spartan Engine.

Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations.
2022-06-07 13:14:44 +02:00
Somnath Sarkar
52aeaf5d16 Fix computation of screen_uv 2022-05-16 00:00:01 -04:00
Hugo Locurcio
1a41a177e4
Use less blur for distant directional shadow splits
This makes the transition between shadow splits less noticeable,
specially when the expensive Blend Splits property is disabled.
2022-04-11 19:37:49 +02:00
jfons
e69d762dd0 Add color pass flags to Forward Clustered renderer
This commit removes a lot of enum values related to the color render pass in favor of a new flag-bases approach. This means instead of hard-coding all the possible option combinations into enums, we can write our logic by checking a bit-mask.

The changes in rendering_device_vulkan.cpp add support for unused attachments. That means RenderingDeviceVulkan::framebuffer_create() can take null RIDs in the attachments vector, which will result in VK_ATTACHMENT_UNUSED entries in the render pass.

This is used in this same PR to establish fixed locations for the color pass attachments (only color and separate specular so far, but TAA will add motion vectors as well). This way the attachment locations in the shader can stay the same regardless of which attachments are actually used.

Right now all the combinations of flags are generated, but we will need to add a way to limit the amount of combinations in the future.
2022-04-01 12:12:49 +02:00
nevarek
cc196393e3 Fix shader undefined variable 2022-03-25 01:40:04 -07:00
nevarek
7543e22358 Add inverse projection matrix to fragment shader globals 2022-03-18 20:44:51 -07:00
Yuri Roubinsky
0d9aecd967 Rename several transform built-ins in shaders 2022-03-18 12:10:55 +03:00
Bastiaan Olij
e4b7a69bb6 Add multiview/stereoscopic rendering support to the clustered forward renderer 2022-03-03 20:06:14 +11:00
clayjohn
fe49244611 Use Filament specular models and parametrization 2022-02-22 19:39:41 -08:00
Rémi Verschelde
b8b4580448
Style: Cleanup single-line blocks, semicolons, dead code
Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
2022-02-16 14:06:29 +01:00
luz paz
858bcd5058 Fix various typos
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inh,inout,leapyear,lod,nd,numer,ois,ony,paket,ro,seeked,sinc,switchs,te,uint,varn,vew`
2022-01-13 23:20:01 -05:00
Yuri Roubinsky
5123ffe4a7 Fix world_vertex_coords render mode usage in the shaders 2022-01-04 17:06:12 +03:00
Rémi Verschelde
7f66c16c03
Merge pull request #51206 from clayjohn/Vulkan-ASSGI 2022-01-04 10:00:17 +01:00
bruvzg
b7e6e50dd2
[macOS / iOS] Use non atomic operation to store facing bits on MoltenVK. 2021-11-25 12:43:45 +02:00
jfons
4c4b6620a0 Fix Depth-Prepass transparency mode
Add mising bits of implementation and ensure depth-prepass objects are
only rendered in the transparency pass.
2021-11-18 12:49:46 +01:00
Rémi Verschelde
c30aa372ca
Merge pull request #55029 from clayjohn/VULKAN-SRGB
Add SHADER_IS_SRGB define to Vulkan renderer
2021-11-17 08:46:23 +01:00
clayjohn
358820c4b7 Fix SRGB conversions in Vulkan Renderer 2021-11-16 20:56:13 -08:00
Yuri Roubinsky
a45ae7b1c7 Fix shader crashing when using ALBEDO or ALPHA in light function 2021-11-11 11:59:30 +03:00
clayjohn
0eff109a21 Added SSIL post processing effect 2021-11-06 12:43:19 -07:00
jfons
6db13d3231 Fix instance index in forward clustered shader 2021-10-30 02:53:09 +02:00
Rémi Verschelde
f7d852b532
Merge pull request #54350 from akien-mga/clang-format-dont-align-operands 2021-10-28 17:10:52 +02:00
Rémi Verschelde
e2deec67b9
Merge pull request #54222 from JFonS/instance-fade 2021-10-28 16:05:55 +02:00
Rémi Verschelde
3a6be64c12
clang-format: Various fixes to comments alignment from clang-format 13
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-28 15:43:36 +02:00
Rémi Verschelde
3b11e33a09
clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 15:19:35 +02:00
jfons
c46d1ea2b2 Fix shadow disabling settings
Fixes the SHADOW_CASTING_SETTING_OFF setting in
GeometryInstance3D and the "shadows_disabled" render
mode in spatial materials, which were not working
before.
2021-10-25 16:11:32 +02:00
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
Rémi Verschelde
85a8939fa2
Merge pull request #53790 from briansemrau/remove-distant-shadowy-void 2021-10-19 15:17:09 +02:00
Brian Semrau
e9f1b0a0b2 Remove incorrect fog height density remapping 2021-10-14 16:09:45 -04:00
Brian Semrau
4fefd7cddd Fix several issues with directional shadows
- Internally disable blend splits in orthogonal directional shadow mode
- Fix soft shadows ignoring fade and blend_splits
- Fix soft shadow edge stability
2021-10-14 11:44:32 -04:00
Brian Semrau
a62e240260 Fix the height fog effect 2021-10-14 04:08:39 -04:00
Manuel Dun
485eac3d3f radial fog fix 2021-09-29 15:49:59 -04:00
Rémi Verschelde
078bdef7e9
Merge pull request #51939 from clayjohn/VULKAN-horizon-so-fix
Compute horizon SO threshold before transformation
2021-09-13 11:44:42 +02:00
Bastiaan Olij
6e87d62873
Merge pull request #50883 from BastiaanOlij/mobile_hdr
Scale color output in the mobile renderer to provide HDR support
2021-08-26 11:23:22 +10:00
Bastiaan Olij
d22163c657 Scale color output in the mobile renderer to provide HDR support 2021-08-23 15:30:36 +10:00
Aaron Franke
ae1702bee5
Replace HTTP links with HTTPS for sites with HTTPS versions 2021-08-22 20:13:11 -05:00
Duarte David
7e94c583e0 Fixed non-uniform scaling of normals 2021-08-22 19:28:18 +01:00
clayjohn
bccc4cd735 Compute horizon so threshold before transformation 2021-08-20 19:27:52 -07:00