virtualx-engine/servers/rendering/renderer_rd/shaders/environment
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
..
gi.glsl Fix various typos not caught by codespell 2022-07-21 07:38:23 -04:00
SCsub SCons: Properly track codegen script dependency for generated GLSL headers 2022-07-02 16:01:48 +02:00
sdfgi_debug.glsl Keep SdfgiDebug shader's push constant size <= 128 2022-07-29 13:25:11 +02:00
sdfgi_debug_probes.glsl Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
sdfgi_direct_light.glsl Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
sdfgi_integrate.glsl Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
sdfgi_preprocess.glsl Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
sky.glsl Add Environment properties to control fog rendering on background sky 2022-09-01 19:07:39 +02:00
volumetric_fog.glsl Rename RenderingServer global shader uniform methods to be more explicit 2022-07-28 18:46:59 +02:00
volumetric_fog_process.glsl Add a shadow opacity property to Light3D 2022-08-07 11:06:32 +02:00
voxel_gi.glsl Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
voxel_gi_debug.glsl Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
voxel_gi_sdf.glsl Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00