5d78ab4388
Merge pull request #64749 from tefusion/fix_skeleton_editor_mesh_free_errors
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Fix typo in RendererSceneCull which caused mesh_free errors
2022-08-25 18:54:25 +02:00
d4a10e7e04
Allow using integer varyings with flat interpolation modifier
2022-08-25 13:21:02 +03:00
91e5f48ea7
Merge pull request #64009 from KoBeWi/arrayy_lmao
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Replace Array return types with TypedArray (part 2)
2022-08-24 08:18:56 +02:00
1abdffe7a0
Replace Array return types with TypedArray 2
2022-08-23 23:21:32 +02:00
8317ff74d6
Merge pull request #63091 from MinusKube/editor-window-render-bug
2022-08-23 12:59:34 +02:00
a2c422a6da
Fix typo in RendererSceneCull
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Frees skeleton 3d gizmo now correctly
2022-08-22 22:09:56 +02:00
7b4927bb5f
Merge pull request #60309 from The-O-King/oct
2022-08-22 19:29:21 +02:00
61522d8491
Add Blendshape Support
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Update the blendshape shader to decode/encode octahedral normals
2022-08-20 20:59:28 -07:00
0c5f254956
Merge pull request #64110 from Geometror/fix-light-shadow-off
2022-08-20 17:06:03 +02:00
499fd0a4e7
Add defined keyword support to shader preprocessor
2022-08-20 11:26:59 +03:00
5e0d2b5097
Merge pull request #62046 from clayjohn/vertexless-draw
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Allow creating meshes without vertex positions
2022-08-20 05:32:28 +02:00
18585c69b3
Fix OmniLight/SpotLight shadow opacity calculation
2022-08-20 01:05:44 +02:00
bbbcdd725a
Remove requirement to have vertex positions when creating a mesh. Meshes can now be constructed from an index buffer alone
2022-08-19 14:50:12 -06:00
8779f51a5e
Merge pull request #63960 from bitsawer/fix-macro-expansion
2022-08-19 23:37:47 +03:00
019d6584ee
Merge pull request #64167 from clayjohn/screen-texture-hint
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Add shader uniform hints for screen textures
2022-08-19 21:51:39 +02:00
117c530e1d
Merge pull request #64342 from clayjohn/DOF-scale
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Properly scale depth in bokeh_dof effect
2022-08-19 21:16:32 +02:00
35cfaafda8
Merge pull request #64459 from Chaosus/shader_elif
2022-08-19 07:01:22 +03:00
f91934872d
Use a const ref for the bone AABB in rendering code
2022-08-18 12:20:11 -05:00
982ff7d925
Merge pull request #64416 from aaronfranke/aabb
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Don't try to merge unused bone AABBs in the rendering server
2022-08-17 23:56:05 -06:00
13ab70ed2a
Add elif directive to shader preprocessor
2022-08-15 22:06:49 +03:00
e0d80b37e9
Don't try to merge unused bone AABBs in the rendering server
2022-08-14 23:30:48 -05:00
22df2c527b
Implement coloring for disabled branches in the shader editor
2022-08-14 13:57:26 +03:00
78881b3cc3
Octahedral Normal/Tangent Compression
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Implementation of Octahedral normal compression into Godot 4.0
2022-08-13 08:09:32 -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
f2a6168414
Merge pull request #64310 from Chaosus/shader_texture_funcs
2022-08-12 21:28:22 +03:00
e21aad968d
Add textureQueryLod/Levels functions to the shader language
2022-08-12 20:44:57 +03:00
7822fbc9e2
Add textureProjGrad function to the shader language
2022-08-12 12:01:37 +03:00
ff9118d103
Merge pull request #64225 from Calinou/3d-scaling-bilinear-use-negative-mipmap-bias
2022-08-11 21:41:37 +02:00
7c848ee591
Detect if VRS supported before creating default VRS texture
2022-08-10 13:27:19 -06:00
b06890c2b7
Use negative mipmap LOD bias for sub-native bilinear 3D scale
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This provides a benefit similar to FSR 1.0 (greater texture sharpness
at the cost of some graininess at sub-native resolution scales), but
without the added performance cost of FSR 1.0.
2022-08-10 17:16:02 +02:00
be09a87ff9
Fix viewport sorting being wrong on parent/child relation
2022-08-10 01:23:23 +02:00
028ef2edc8
Add shader uniform hints for screen textures so users can specify custom filter and repeat modes.
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At this time, it works best in the Vulkan Renderers as they support using multiple samplers with the same texture.
In GLES3 this feature really only allows you to use the screen texture without mipmaps if you want to save the cost of generating them.
2022-08-09 12:29:49 -04:00
f50f0844e9
Fix resource leaks in VoxelGI
2022-08-09 15:18:03 +10:00
e7464e7a30
Fix macOS and iOS defines in the rendering code.
2022-08-08 17:51:31 +03:00
8734ef1f7a
Merge pull request #62547 from clayjohn/ref_vec_pbr
2022-08-08 10:18:32 +02:00
f754dd20be
Merge pull request #62454 from Geometror/reflect-refract-vec2-vec4
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Allow for vec2/vec4 to be used in reflect and refract
2022-08-07 19:16:05 +02:00
b8d5f4bdd5
Allow vec2 and vec4 for reflect and refract
2022-08-07 18:03:16 +02:00
baaa7503c7
Add a shadow opacity property to Light3D
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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
691e067ef5
Fix shader preprocessor macro expansion
2022-08-05 17:41:24 +03:00
f999f52f0a
Add a Framebuffer cache
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Adds a FramebufferCache singletion that operates the same way as UniformSetCache.
Allows creating framebuffers on the fly (and keep them cached if re-requested) such as:
```C++
RID fb = FramebufferCache::get_singleton()->get_cache(texture1,texture2);
```
2022-08-05 13:37:29 +02:00
db22b7ded0
Rename shader parameter uniform setter/getter methods for consistency
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`shader_uniform` is now consistenly used across both per-shader
and per-instance shader uniform methods. This makes methods easier
to find in the class reference when looking for them.
2022-08-04 23:17:06 +02:00
8a9700c8a7
Force disable S3TC support on Android/iOS since we don't handle it
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Fixes #63909 for now.
This could be improved in the future if we want to properly support S3TC on mobile.
2022-08-04 18:27:56 +02:00
2c0c76c415
Merge pull request #61851 from Calinou/particles-default-global-coordinates
2022-08-03 11:38:23 +02:00
b27f06550c
Merge pull request #51531 from Calinou/decal-projector-add-nearest-mipmap-aniso
2022-08-03 11:37:28 +02:00
15fdf7bc86
Merge pull request #58611 from Calinou/ssr-fix-blend-margin
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Fade screen-space reflection towards inner margin
2022-08-03 07:54:59 +02:00
988041b74c
Merge pull request #63847 from Zylann/shader_switch_uint
2022-08-03 08:05:19 +03:00
d041ca6c02
Add Nearest Mipmap Anisotropic filter option to decals and projectors
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This is consistent with the BaseMaterial3D filtering options.
It can be used for high-quality pixel art textures that remain sharp
when viewed at oblique angles, but prevents them from becoming grainy
thanks to mipmaps.
2022-08-03 03:49:15 +02:00
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
779a5cd34a
Allow shading language to use switch statement with uints
2022-08-02 23:08:41 +01:00
84076513b1
Use global coordinates for particles by default
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Particles won't move or rotate anymore with the node (or its parents)
by default. This new default behavior is generally more suited
to most use cases. Local coordinates can still be enabled on a per-node basis.
This affects both 2D and 3D particles, and both CPU and GPU-based particles.
2022-08-02 23:25:02 +02:00