8ee3897048
Clean up Volumetric Fog blending behavior
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Use proper blending everywhere to be consistent and avoid multiplying by opacity twice.
2025-11-07 11:11:44 -08:00
bdbbed8ea9
Revise fog blending to fix over-darkening/borders.
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This can result in low fog densities being a bit brighter, which may need slight adjustment in your scenes.
In exchange, volumetrics now blend smoothly together with the scene and regular fog.
Fixes #101514
2025-10-24 13:15:26 -07:00
bac9427325
Fix sky energy in fog sun scatter + colour space discrepancy in compatibility
2025-06-04 13:59:53 -07:00
5a30a7e7cd
Add shader baker to project exporter.
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Metal Support contributed by Migeran (https://migeran.com ) and Stuart Carnie.
Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com >
Co-authored-by: Gergely Kis <gergely.kis@migeran.com >
2025-05-27 12:45:27 -03:00
d2dce41681
Fix float/int comparison in acos_approx in sky template shader
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Strict GLSL implementations will not automatically convert `0` to a float
2025-04-27 17:06:34 -07:00
6fede0b951
Optimize SkyMaterials by removing uses of acos and simplifying logic
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The results looks almost the same and run much faster.
2025-04-17 22:50:11 -07:00
5f617663aa
fix: separate sky luminance and user brightness calculations around fog
2024-12-20 11:25:11 +11:00
02efdb28dc
Unify y-flip behavior for sky in RD backends
2024-11-19 16:59:04 -08:00
b37fc1014a
Style: Apply new clang-format changes
2024-09-20 08:09:48 -05:00
578049b7b9
Add fixed fog to the sky in the Compatibility renderer
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And apply luminance multiplier after fog in RD renderer
2024-08-17 23:33:26 -07:00
d950f5f838
Use Reverse Z for the depth buffer
2024-04-04 13:54:15 +02:00
79c9edab3b
Draw sky as a fullscreen triangle
2023-08-05 17:55:43 -03:00
bb15241e06
Merge pull request #77740 from ChibiDenDen/simplify_vulkan
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Replace sampler arrays with constant sampler elements, simplify and reuse code for all shaders
2023-07-12 17:16:12 +02:00
35715e510f
replace sampler arrays with constant sampler elements
2023-06-22 01:11:57 +03:00
66272ea26e
Fix volumetric fog in stereo by projection vertex in combined space
2023-06-20 14:36:14 +10:00
69f634ac78
Fix the grainy sky while using debanding
2023-04-15 10:43:46 +05:30
c118314fe8
Apply sky fog after luminance multiplier
2023-04-08 12:52:33 +05:00
e886a7af81
Cleanup and improve sky render
2022-12-23 19:45:19 +11:00
8fa76a5272
Move debanding into internal sky shader code so that it is applied after everything else.
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This ensures that the debanding does not scale with exposure or any other effect.
2022-09-13 10:39:04 -07:00
d63c6fc463
Merge pull request #60185 from Calinou/environment-fog-and-sky-affect
2022-09-01 23:52:34 +02:00
699e9f7966
Add Environment properties to control fog rendering on background sky
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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
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
4b42379c8f
Rename RenderingServer global shader uniform methods to be more explicit
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The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
2022-07-28 18:46:59 +02:00
bad5c659a4
Move Sky(RD) into environment
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Move Fog logic from render scene render to fog
2022-07-26 10:19:40 +10:00