Commit Graph

535 Commits

Author SHA1 Message Date
34a842b5d1 Merge pull request #75462 from joao-pedro-braz/use_modelview_for_vertex_transform_when_double_precision_is_enabled
Use MODELVIEW_MATRIX when on double precision
2023-04-13 09:53:54 +02:00
6229c2a1f9 Translate inactive particles to -INF 2023-04-12 19:32:39 -04:00
c118314fe8 Apply sky fog after luminance multiplier 2023-04-08 12:52:33 +05:00
2c000cb72f Fix the limit for interpolation of R0 with respect to metallic and SSR
Shlick term
2023-04-06 23:14:47 +05:30
63c6f0b93c Use MODELVIEW_MATRIX for vertex transform when double precision is enabled
This commit updates the double precision vertex transform code from
using the MODEL_MATRIX to now use the MODELVIEW_MATRIX instead.

This can be made possible by transforming the MODELVIEW_MATRIX
back into model space (ie, same space as the MODEL_MATRIX) and then using it as if it were the MODEL_MATRIX.

With this in place we now properly handle VERTEX transformations that
a Material Shader might do, such as billboard-ing.
2023-03-29 10:37:30 -03:00
0511da260f Merge pull request #74019 from BastiaanOlij/split_last_effects
Move roughness limiter and sort into their own classes
2023-03-10 14:02:14 +01:00
a8ec72cf94 Move roughness limiter and sort into their own classes 2023-03-09 21:58:55 +11:00
59c31004f8 fix spotlight shadows in volumetric fog 2023-02-25 16:28:06 +05:00
db9dfb7233 Increase SSAO and SSIL bias to account for variance in mipmap generation 2023-02-21 10:25:33 -08:00
c9c14410e9 Fix sampling bug when SSAO is using half size 2023-02-16 00:37:12 -08:00
694c8ec273 Add render buffer support to screen space effects 2023-02-10 10:27:59 +11:00
ab4d8df163 Merge pull request #72485 from BastiaanOlij/add_eye_matrix_access
Expose EYE_OFFSET to gdshader code
2023-02-01 07:33:18 +01:00
3eb1ac9fd2 Merge pull request #72075 from Maran23/extents-to-size
Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal  and GPUParticles*3D
2023-02-01 07:30:09 +01:00
8c77aea9ab Expose EYE_OFFSET to gdshader code 2023-02-01 12:39:13 +11:00
a59819630d Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and GPUParticles*3D
- Extents are replaced by Size (Size is Extents * 2)
- The UI text displays 'Size'
- Snapping is adjusted to work with Size
- _set and _get handle extents for compatibility

Co-authored-by: ator-dev <dominic.codedeveloper@gmail.com>
2023-01-31 20:04:11 +01:00
eb9c2b878a Automatically transform Skeleton2D calculations so pivots are not needed 2023-01-27 14:55:22 -08:00
4b0363312e Merge pull request #71455 from BastiaanOlij/fix_stereo_screen_depth
Make screen texture and depth texture work in Multiview
2023-01-26 01:11:02 +01:00
85c478e170 Make screen texture and depth texture work in Multiview 2023-01-25 13:35:01 +11:00
a6042b649a Merge pull request #71832 from Geometror/fix-spotlight-artifacts
Fix some `SpotLight3D` issues (clustering artifacts, leaking light, AABB)
2023-01-24 09:15:26 +01:00
4bd01a93dc Fix some SpotLight3D issues (clustering artifacts, light leak) 2023-01-24 01:08:32 +01:00
260daf8a13 Merge pull request #71694 from clayjohn/VoxelGI-reflection
Use proper space for forward GI reflections
2023-01-23 22:29:54 +01:00
5b1df48c6c Convert en_GB spelling to en_US with codespell 2023-01-23 11:02:20 +01:00
d84c9523f7 Fix DirectionalLight3D shadow opacity on Forward Mobile rendering backend 2023-01-22 22:25:15 +01:00
2ccc69cd7d Use proper space for forward GI reflections 2023-01-19 12:58:59 -08:00
faea9f5c10 Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTURE
in favour of texture hints
2023-01-18 19:52:47 -08:00
390f83bf5a fix normal map not flipping in sprite2D 2023-01-14 11:51:56 +05:30
0abd60b953 Merge pull request #71130 from clayjohn/RD-normal-roughness
Fix multiple issues that make the normal roughness texture unusable
2023-01-12 01:01:24 +01:00
89766848de Fix multiple issues that make the normal roughness texture unusable 2023-01-09 11:56:36 -08:00
9b549231e4 Move luminance effect into its own class and use new buffers system 2023-01-07 14:40:42 +11:00
d95794ec8a One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
aaa9d626f3 Use proper indices for lights, decals, and reflection probes in mobile scene shader 2023-01-04 14:03:48 -08:00
f064898956 Merge pull request #70253 from BastiaanOlij/cleanup_sky_render
Cleanup and improve sky render
2022-12-23 23:44:02 +01:00
e886a7af81 Cleanup and improve sky render 2022-12-23 19:45:19 +11:00
4d301ee21e Check for disabled particle trail particle before initializing particle trail 2022-12-22 11:30:59 -07:00
eb10c71d6c Disable particle trails particles when parent parent is not active. 2022-12-21 15:19:57 -07:00
2b2c372dbc Merge pull request #70122 from clayjohn/VRS-r8uint
Don't attempt to create or use an R8_UINT texture as storage if VRS is not supported
2022-12-17 12:22:03 +01:00
5e90b90a97 Don't attempt to create or use an R8_UINT texture as storage if VRS is not supported 2022-12-16 09:53:12 -08:00
e1bcadd12d Merge pull request #56804 from Calinou/ssr-add-max-roughness-cutoff
Add maximum roughness cutoff to SSR to improve performance
2022-12-15 09:20:29 +01:00
465d4c1d95 Merge pull request #70009 from clayjohn/glow-hq
Remove high quality glow as it is not any higher quality than regular glow
2022-12-13 23:32:15 +01:00
fc517e6c89 Merge pull request #70003 from clayjohn/GLES3-cc
Various fixes and documentation for CanvasGroup
2022-12-13 23:31:43 +01:00
bdd4001ef0 Various fixes and documentation for CanvasGroup
Properly apply custom materials with CanvasGroups in the GLES3 backend

Properly blur backbuffer when using a partial rect in forward_plus and
gl_compatibility renderers

Properly set fit_margin when clear_margin is set

Fix shader error during backbuffer clear in mobile renderer
2022-12-13 10:22:18 -08:00
5b5cd2b98b Remove high quality glow as it is not any higher quality than regular glow 2022-12-13 10:15:45 -08:00
83281e7a42 Merge pull request #69985 from clayjohn/mobile-rim
Ensure that rim lighting uses an exponent base greater than zero
2022-12-13 10:12:00 +01:00
a062798b76 Ensure that rim lighting uses a exponent base greater than zero
This avoids the undefined behavior that happens if the base is zero and the exponent is zero
2022-12-12 13:41:28 -08:00
7745bd42a6 Add maximum roughness cutoff to SSR to improve performance
In a test scene with mixed rough and non-rough materials, this saves
upwards of 0.15 ms of GPU time with very little visual artifacting
(GTX 1080, 2560×1440).
2022-12-10 17:35:18 +01:00
e6f8c8517c Fade out SSR with roughness so that it doesn't show at high roughness amounts 2022-12-09 12:59:51 -08:00
1b09fd5410 Implement CAMERA_VISIBLE_LAYERS as built-in shader variable 2022-12-03 22:41:27 -08:00
daf168f4c8 Merge pull request #69522 from clayjohn/IBL-black-metal
Allow black metallic materials to reflect IBL
2022-12-03 12:46:30 +01:00
1e05dd3504 Allow black metallic materials to reflect IBL 2022-12-02 19:54:59 -08:00
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