b2b89d7294
Properly remap roughness when reading from radiance map
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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
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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
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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
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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
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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
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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.
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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.
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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
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- 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
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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
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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