Commit Graph

28 Commits

Author SHA1 Message Date
b2b89d7294 Properly remap roughness when reading from radiance map
This ensures that we consistently use perceptual roughness which matches the behaviour of most other PBR renderers like Blender, Ue4 and Godot 3
2022-12-02 15:39:20 -08:00
58cb11b396 Merge pull request #68710 from BastiaanOlij/fix_vrs
Fix VRS issues
2022-11-18 16:19:22 +01:00
21ac6d7d8e Finish implementing Canvas Background mode 2022-11-17 12:51:26 -08:00
616ba8745f Fix VRS issues 2022-11-17 00:32:42 +11:00
8e41221404 Use raster versions of copy effects for 2D operations when using the mobile renderer
This PR implements a few basic copy operations in raster that weren't available before
2022-11-10 12:47:26 -08:00
381d457a2a Ensure vulkan subgroups are disabled for MoltenVK
We found they don't work on intel macbooks properly at all.

Possible future solutions:
- update to moltenvk.
- update to spirv may resolve it.
2022-10-26 20:12:06 +01:00
d09ad714bf Fixing artifacts in SSR 2022-10-04 23:47:13 +11:00
b8870b91b5 Merge pull request #66466 from clayjohn/FXAA-fix
Take FXAA samples from half-pixel coordinates to improve quality
2022-09-27 09:58:22 +02:00
5ecaa676cc Merge pull request #66317 from clayjohn/debanding-bug
Move deband to end of tonemapping.
2022-09-27 09:54:45 +02:00
dbcc0fa2a6 Take FXAA samples from half-pixel coordinates to improve quality 2022-09-26 11:54:29 -07:00
56d6a13fd7 Make dependencies with shader includes in subfolders 2022-09-26 12:29:19 +10:00
fe69fedc1a Move deband to end of tonemapping.
This avoids artifacts when using adjustments and color correction
2022-09-23 11:46:40 -07:00
ecaa7b634e Merge pull request #65322 from ceLoFaN/fix-dof-artifact-at-high-blur 2022-09-15 00:03:40 +02:00
65f0113bc6 Properly scale SSR reflection based on metallic value for dielectric materials 2022-09-09 16:52:02 -07:00
e844b95eaf Fix DoF artifacting at high blur amounts 2022-09-05 21:38:40 +03:00
2cd84be64d Extracting render buffers and changing it to a more generic solution 2022-09-01 20:01:45 +10:00
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
7d6287f616 Properly scale depth in bokeh_dof effect so that setting distance to blur effect is accurate again 2022-08-12 16:39:05 -06:00
d38671827b Fade screen-space reflection towards inner margin
- Fade reflection towards inner margin and clip it at screen edges
  instead of external margin.
- Round edges of the fade margin if both are being cut off to prevent
  sharp corners.

Co-authored-by: puchik <puchik@users.noreply.github.com>
2022-08-03 01:55:42 +02:00
eefcb5ed67 Move screen space effects into a separate class 2022-07-19 13:27:39 +10:00
d139131aab Adding Variable Rate Shading support to Godot
Improve GI renderer and add VRS support
Implement render device has_feature and move subgroup settings to limit_get
2022-07-17 15:42:24 +10:00
6bbfd160b0 SCons: Properly track codegen script dependency for generated GLSL headers 2022-07-02 16:01:48 +02:00
6224b00365 Moved cube_to_dp and cubemap logic into CopyEffects 2022-06-24 18:04:28 +10:00
997810e417 Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
787a1e006b Fix glow in Mix mode not working correctly when FXAA is enabled
Glow must be performed after FXAA to ensure correct appearance.
2022-06-15 22:23:56 +02:00
5322b171de Fix tonemapper shader to correctly apply alpha channel 2022-05-18 06:43:07 +03:00
9939cfc4c4 Split out bokeh_dof and copy effects 2022-05-11 11:08:56 +10:00
3b2267ba6d Splitting tonemapper into its own class 2022-04-28 15:00:30 +10:00