Commit Graph

368 Commits

Author SHA1 Message Date
187e5ef258 Let materials' shaders update happen on loader threads 2024-05-06 19:40:00 +02:00
41a2b0e83e Added premult alpha blending to 3D (spatial) shaders.
Co-authored-by: jitspoe <jitspoe@yahoo.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2024-05-01 00:53:29 +02:00
0c0723c659 Fix shader compilation error when enabling texture MSDF and UV1 Triplanar at the same time 2024-03-15 12:52:28 +08:00
1e2b8992ae Use raw string literals for BaseMaterial3D shader code generation
- Add range hints to all uniforms that match the BaseMaterial3D
  property hints, so that ranges in the inspector remain identical
  after converting to a shader.
- Add comments to describe selected options within the shader.
  This makes it easier to remember what each block of code does.
- Format code to follow the Godot shader language style guide.
2024-03-13 23:54:23 +01:00
f4c6c807eb Set a minimum of 0.01 for proximity fade to avoid undefined behavior in shader 2024-03-12 17:10:58 -07:00
cd2032a90b Optimise Object's get_argument_options 2024-02-29 18:00:54 +01:00
eab95698cd Fix shadows for billboarded Sprite3D's 2024-02-13 10:36:38 +01:00
f04b584ed3 Fix ShaderMaterial::_property_get_revert crash when given non-exist p_name 2024-01-29 10:39:51 +08:00
96a95cb974 Add const lvalue ref to container parameters 2024-01-05 14:49:57 -03:00
ca2f340384 Fix missing autocompletion for inheriting classes 2024-01-03 00:13:04 +01:00
70959a9c04 Fix typo in BaseMaterial3D conversion from 3.x SpatialMaterial 2023-11-23 15:18:03 +01:00
1ec97a7b91 Fix several Material texture parameter updates 2023-11-01 03:10:46 +02:00
73918b0c70 Fixing incorrect normal map when using triplanar world mapping and mesh rotation 2023-10-23 14:53:59 +02:00
45f2ef4c0f Fix BaseMaterial3D update with certain material settings 2023-10-11 13:51:52 +03:00
45a33cc749 Implement render mode fog_disabled and BaseMaterial3D setting Disable Fog 2023-09-05 18:15:02 +02:00
d275a7487d Initialize MSDF parameters in BaseMaterial3D with default 2023-07-28 13:24:44 +02:00
de4a3fa151 Unify and streamline connecting to Resource changes 2023-07-17 19:35:57 +02:00
581d081ded Take eye offset into account for depth in StandardMaterial3D 2023-07-06 21:13:46 +10:00
166643df32 Merge pull request #74937 from bitsawer/fix_uniform_storage
Fix shader uniform storage conversions and crash
2023-06-09 11:04:16 +02:00
197b54370a Fix materials' shaders not updated if loaded on a non-main thread 2023-05-31 12:50:27 +02:00
23c375d6b4 Fix shader uniform storage conversions and crash 2023-05-29 15:17:13 +03:00
69f2bc2751 Improve SelfList and fix error in BaseMaterial3D when running doctool 2023-05-22 16:38:57 +02:00
b6647a5808 Avoid sync issues in materials with scheduled shader updates 2023-05-10 18:53:41 +02:00
12e4323f17 Merge pull request #75427 from Chaosus/shader_fix_groups_ordering
Fix shader uniform groups to prevent it sorting in alphabet order
2023-05-05 09:08:37 -07:00
35b06f05a2 Revert "Fix ShaderMaterial uniform type changes"
This reverts commit e55c6bfb7b.
2023-04-28 11:37:29 +03:00
e55c6bfb7b Fix ShaderMaterial uniform type changes 2023-04-25 15:01:56 +03:00
9be0a73294 Add EXPOSURE built in to spatial shaders
This allows users to restore light values to pre-pre-exposure amounts
2023-04-12 10:35:13 -07:00
8ea4acee49 Fix shader uniform groups to prevent it sorting in alphabet order 2023-03-28 18:36:10 +03:00
c69b14e96e Add warnings for unsupported features in mobile and gl_compatibility backends 2023-02-26 12:28:02 -08:00
34fd128723 Fix shader parameter assign
-Make sure the remap is created properly if never assigned before.

Fixes #72923. Supersedes #73066.
2023-02-18 13:13:54 +01:00
7881422901 make particle billboard take into account non-uniform scale 2023-02-13 21:18:55 +01:00
b4fe514aa3 [Sprite3D/Label3D] Expose alpha antialiasing properties. 2023-01-31 10:46:38 +02:00
1c774a6083 Fix unsafe murmur3 hash use for the default material keys, expose alpha hash transparency mode for default materials and Label3D and Sprite3D. 2023-01-24 12:24:53 +02:00
1dfd236f15 Merge pull request #70377 from dsnopek/server-export-mk2
Add "dedicated server" export mode which can strip unneeded visual resources
2023-01-23 22:13:28 +01:00
74458b6e9b Add "dedicated server" export mode which can strip unneeded visual resources 2023-01-23 13:24:54 -06:00
5b1df48c6c Convert en_GB spelling to en_US with codespell 2023-01-23 11:02:20 +01:00
7dbc458bb4 Clean up shader parameter remap
This PR is a follow up to #64092, which fixed important issues but it was implemented in an overly complex and inefficient way (because it forced the default code path to always go through string operations).
This cleans up all the shader parameter code.

This fixes #54336. Also fixes #56219 because, as the new code never queries the RenderingServer on load, potential deadlocks are avoided.

**NOTE**: materials saved between #62972 and #64092 will no longer work and will need to be resaved in an earlier version.
2023-01-21 12:56:28 +01:00
faea9f5c10 Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTURE
in favour of texture hints
2023-01-18 19:52:47 -08:00
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
ea33001b95 Add safety-checks before some servers free() 2022-12-29 16:23:38 -05:00
d926be72ed Use circular fade instead of linear fade for distance fade
This makes distance fade look the same regardless of the camera angle,
for all distance fade modes (Pixel Alpha, Pixel Dither, Object Dither).
Distance fade now behaves like fog in this regard.
2022-12-05 22:35:11 +01:00
9a3960daa5 Simplify GDVIRTUAL_REQUIRED_CALL calls 2022-11-30 18:36:57 +01:00
d06a8320e5 Simplify GDVIRTUAL_CALL calls 2022-10-19 00:05:48 +02:00
6d534f6e89 Merge pull request #66221 from Mickeon/painstakingly-appending-ds-en-you-tea-es
Rename remaining "*_enable" to "*_enabled"
2022-10-11 16:17:02 +02:00
7ab01450cf Fix MSVC warning C4702: unreachable code
Part of #66537.
2022-09-28 16:46:48 +02:00
c1b5b68eee Rename remaining "*_enable" to "*_enabled"
Material.`proximity_fade_enable` -> `proximity_fade_enabled`
Material.`set_proximity_fade` -> `set_proximity_fade_enabled`
(Material.`is_proximity_fade_enabled` is unchanged)

Area3D.`reverb_bus_enable` -> `reverb_bus_enabled`
(`set_use_reverb_bus` & `is_using_reverb_bus` are unchanged)

RDPipelineRasterizationState:
`depth_bias_enable` -> `depth_bias_enabled`
`set_depth_bias_enable` -> `set_depth_bias_enabled`
`get_depth_bias_enable` -> `get_depth_bias_enabled`

Bonus:
Area3D.`set_reverb_bus` -> `set_reverb_bus_name`
Area3D.`get_reverb_bus` -> `set_get_reverb_bus_name`
2022-09-21 22:47:46 +02:00
4f0e0f1650 Fix sorting of uniform items in the material properties
Co-authored-by: Chia-Hsiang Cheng <garychia@users.noreply.github.com>
2022-09-16 08:59:13 +03:00
b094e4f1a1 Merge pull request #64092 from nathanfranke/shader-uniform 2022-09-14 22:07:15 +02:00
bb657c04fc Calculate MODELVIEW_NORMAL_MATRIX for billboard materials
Solves #65627
2022-09-10 21:08:29 +02:00
82d2a97a83 prefix shader parameters with "shader_parameter/" 2022-09-02 20:41:00 -05:00