yesfish
93bc18f2b0
Fix 2D instance params crashing using outside of main()
2025-02-27 22:10:56 +00:00
Rémi Verschelde
0bccb0abd1
Merge pull request #102497 from BlueCube3310/mesh-uv-render-compressed-fix
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Fix rendering material when UV2 is compressed
2025-02-07 01:40:02 +01:00
Rémi Verschelde
46aeded4b7
Merge pull request #102480 from DarioSamo/dont-unroll-ubershader
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Add loop annotations to ubershaders to prevent loop unrolling.
2025-02-07 01:39:48 +01:00
Rémi Verschelde
c695eb9159
Merge pull request #101952 from Flarkk/fix_spotlight_peterpanning_regression
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Fix shadow peter-panning with default spotlight
2025-02-07 01:39:15 +01:00
BlueCube3310
8714b36171
Fix rendering material when UV2 is compressed
2025-02-06 20:24:46 +01:00
Dario
d39ac94c41
Add loop annotations to ubershaders to prevent loop unrolling.
2025-02-06 09:39:18 -03:00
clayjohn
6611c863bd
Use a smaller epsilon for omni and spot attenuation cutoff
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We just want to avoid calculating shadows when the attenuation is zero, so we should use the smallest epsilon we can get away with
2025-01-31 17:08:23 -08:00
MathdudeMan
964cd6525e
Fix: Mass property particle shader error
2025-01-28 21:00:26 -05:00
Thaddeus Crews
5ac6bce58d
Merge pull request #102105 from clayjohn/SDFGI-unflip-normal
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Avoid flipping normal based on facing direction when calculating SDF
2025-01-28 09:03:34 -06:00
clayjohn
a525e30c27
Avoid flipping normal based on facing direction when calculation SDF. This shader runs for multiple directions, so the flip direction won't be accurate and just creates bad normals
2025-01-27 16:48:29 -08:00
Florent Guiocheau
d08ff57148
Fix peter-panning with default spotlight
2025-01-22 17:05:04 +01:00
Allen Pestaluky
c5cf73a2e7
Optimize AgX tonemapper's handling of negative values
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This change improves performance of the AgX tonemapper by allowing two matrix multiplications to be combined into one. This comes at the cost of loss of color information that could be correctly interpreted as positive RGB values in the Rec. 2020 color space. Additionally, an insignificant amount of error is intentionally introduced to the input color value to prevent the need for a second max function call before log2. The final negative color clipping has been removed to allow the tonemapper to return negative RGB values, similar to other tonemappers in Godot.
2025-01-13 17:35:35 -05:00
Allen Pestaluky
77ddaaaa91
Fix AgX sigmoid contrast curve approximation
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This changes the polynomial function so that a lower input always results in a lower output and vice-versa. Additionally, the new function returns a value that is much closer to 1.0 when given an input of 1.0.
2025-01-10 18:17:38 -05:00
Rémi Verschelde
03c83cea1e
Style: Enable clang-format's InsertBraces config
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This was part of our style guide since we started using clang-format
but the feature was only added in clang-format 15, and we hadn't
noticed it yet.
2025-01-09 16:46:51 +01:00
Rémi Verschelde
21721ae344
Merge pull request #87260 from Calinou/tonemap-add-agx
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Add AgX tonemapper option to Environment
2025-01-08 18:20:03 +01:00
Hugo Locurcio
084e84be78
Add AgX tonemapper option to Environment
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Technical implementation notes:
- Moved linearization step to before the outset matrix is applied and
changed polynomial contrast curve approximation.
- This does *not* implement Blender's chroma rotation to address hue shift.
This hue rotation was found to have a significant performance impact.
- Improved performance by combining the AgX outset matrix with the Rec 2020 matrix.
Co-authored-by: Allen Pestaluky <allenpestaluky@gmail.com >
Co-authored-by: Clay John <claynjohn@gmail.com >
2025-01-08 17:01:16 +01:00
Aarni Koskela
f134769506
Fix various typos
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* Add TODO notes for typos that should be fixed for 5.0
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com >
2025-01-08 14:47:42 +02:00
Rémi Verschelde
084da581be
Merge pull request #100241 from lander-vr/reflection-probe-priority
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Add priority-based blending to reflection probes.
2025-01-07 10:14:38 +01:00
Stuart Carnie
11dc4f2e5e
Metal: Add MetalFX upscaling support
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro >
2025-01-06 06:03:18 -07:00
Stayd
40f17127ef
Fix User-supplied Normals Being Ignored
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Moves the initialization of the geo_normal value
to after the user shader code, so that the normal
supplied by the user is actually used instead of
the interpolated vertex normal.
2024-12-27 13:01:20 -07:00
landervr
1637736c20
ReflectionProbe priority
2024-12-23 21:58:11 +01:00
Thaddeus Crews
1536e0e236
Merge pull request #100441 from StaydMcMuffin/scene-shaders-tbn-fixes
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Scene Shaders - TBN Vector Fixes
2024-12-19 19:59:58 -06:00
Thaddeus Crews
2fcd8223e8
Merge pull request #99538 from Geometror/lightmap-gi-transparent-surface
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Add transparency support for LightmapGI
2024-12-19 19:59:52 -06:00
Thaddeus Crews
4665faaaa9
Merge pull request #100427 from Namey5/fog-sky-luminance
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Separate sky luminance and brightness calculations for consistent fog
2024-12-19 19:59:50 -06:00
Thaddeus Crews
41b468f961
Merge pull request #100544 from Namey5/sdfgi-sky-rotation
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Support custom sky rotation in SDFGI
2024-12-19 19:59:46 -06:00
Thaddeus Crews
d3e5b62ea2
Merge pull request #99230 from paddy-exe/instance_uniforms_compatability_renderer
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Implement 2D instance uniforms
2024-12-19 19:59:37 -06:00
Alex Threlfo
e4fd2f003f
Support custom sky rotation in SDFGI
2024-12-20 11:26:28 +11:00
Alex Threlfo
5f617663aa
fix: separate sky luminance and user brightness calculations around fog
2024-12-20 11:25:11 +11:00
Hendrik Brucker
a3525bc015
Add transparency support for LightmapGI
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Co-authored-by: Guerro323 <kaltobattle@gmail.com >
2024-12-18 19:36:16 +01:00
kobewi
ceefc0d38a
Implement 2D instance shader parameters
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Co-authored-by: kobewi <kobewi4e@gmail.com >
Co-authored-by: yesfish <huwpascoe@users.noreply.github.com >
Co-authored-by: Álex Román Núñez <eirexe123@gmail.com >
2024-12-17 23:59:16 +01:00
Rémi Verschelde
190ae9f9dc
Merge pull request #100302 from clayjohn/light2d-optimize
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Optimize PointLight2D shadow rendering by reducing draw calls and RD state changes
2024-12-17 22:59:54 +01:00
clayjohn
7c61252dd7
Optimize PointLight2D shadow rendering by reducing draw calls and RD state changes.
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This dramatically reduces the CPU time spent on rendering shadows for PointLight2Ds
2024-12-17 07:41:09 -08:00
Stayd
ed0e3d7da8
Scene Shaders - TBN Fixes
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Fixes two errors related to the normal, tangent,
and bitangent vectors, namely normals not always
being inverted on backfaces, and normalization
being reversed from what MikkTSpace expects.
2024-12-16 22:36:23 -07:00
Andrew_Shobbrook
e42def12d0
Implement per-light Specular property in DirectionalLight3D
2024-12-16 19:18:18 +01:00
clayjohn
356fa37f89
Small fixups for the new reflection probe blending
2024-12-12 17:29:21 -08:00
Thaddeus Crews
7c015a768f
Merge pull request #99958 from lander-vr/reflection-probe-blend-property
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Add Blend Distance property to ReflectionProbe
2024-12-12 16:13:32 -06:00
Rémi Verschelde
562dd1ad85
Merge pull request #100305 from clayjohn/directional-light-2d-mask
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Remove positional light mask from directional lights in Canvas Item shaders.
2024-12-12 14:10:24 +01:00
BlueCube3310
189c8eb671
Implement shadowmasks for LightmapGI
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Co-authored-by: dearthdev <nathandearthdev@gmail.com >
2024-12-12 11:00:28 +01:00
clayjohn
f8827271d7
Remove positional light mask from directional lights in Canvas Item shaders.
2024-12-12 00:20:07 -08:00
Thaddeus Crews
25122e7dd3
Merge pull request #100081 from clayjohn/rd-clearcoat
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Ensure schlick is available when using clearcoat with GGX
2024-12-10 14:16:07 -06:00
clayjohn
9320865796
Avoid calculating dynamic lights when lights are baked into LightmapGI using the static bake mode
2024-12-06 10:17:44 -08:00
clayjohn
f92018288f
Ensure schlick is available when using clearcoat with GGX
2024-12-05 19:11:03 -08:00
landervr
05010180ce
ReflectionProbe add Blend Distance
2024-12-05 23:29:47 +01:00
Thaddeus Crews
637239e979
Merge pull request #94193 from BastiaanOlij/buildin_includes
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Add ability to include built-in include files
2024-12-05 14:12:23 -06:00
Thaddeus Crews
f5d82af1fd
Merge pull request #99136 from DarioSamo/light-compute-attenuation-skip
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Improve performance of shader lighting code in Forward renderers.
2024-12-05 14:12:08 -06:00
Thaddeus Crews
a4c2e16c19
Merge pull request #100028 from clayjohn/rd-lights-array
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Use a vector instead of an array in canvas shader instance buffer
2024-12-05 14:12:05 -06:00
clayjohn
e316739a13
Use a vector instead of an array in canvas shader instance buffer.
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This avoids a pathological performance cliff on Adreno devices
2024-12-04 16:36:46 -08:00
Dario
fa7615be9e
Add specialization for directional light split blend and fog.
2024-12-03 15:12:46 -03:00
Thaddeus Crews
c58ae91efa
Merge pull request #99220 from Flarkk/fix_sss_reverse_z
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Fix regression in SSS with reverse-z
2024-11-27 10:46:56 -06:00
Dario
0ce4c6dac3
Improve performance of shader lighting code in Forward renderers.
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- Skip sampling shadows if attenuation is very small.
- Skip computing diffuse and specular light if attenuation and shadow are very small.
2024-11-27 12:20:31 -03:00