Florent Guiocheau
199161f023
Fix spotlight's shadow with volumetric fog
2025-08-13 09:28:06 +02:00
Dario
b962b38e74
Check for Vulkan Memory Model support and make it a variant.
2025-07-25 09:24:58 -03:00
Stuart Carnie
5230f6c60c
Apple: Use image atomic operations on supported Apple hardware
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Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com >
2025-07-05 05:59:00 +10:00
Dario
46277836a6
Optimize Mobile renderer by using FP16 explicitly.
2025-06-09 14:39:35 -03:00
Rémi Verschelde
e6d0b32566
Merge pull request #106673 from retrotails/master
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Fix light range in VoxelGI
2025-06-06 17:37:09 +02:00
Kaleb Reid
bac9427325
Fix sky energy in fog sun scatter + colour space discrepancy in compatibility
2025-06-04 13:59:53 -07:00
Dario
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
retrotails
ba06234309
Fix light range in voxel GI
2025-05-21 06:49:35 -04:00
clayjohn
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
clayjohn
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
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
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
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
clayjohn
02efdb28dc
Unify y-flip behavior for sky in RD backends
2024-11-19 16:59:04 -08:00
m-pranav-r
c12001a9dc
Fix incorrect depth comparison used to calculate volumetric fog shadowing
2024-10-16 14:55:41 +05:30
Thaddeus Crews
9f9ee0c813
SCons: Add unobtrusive type hints in SCons files
2024-09-25 09:34:35 -05:00
Thaddeus Crews
b37fc1014a
Style: Apply new clang-format changes
2024-09-20 08:09:48 -05:00
Stuart Carnie
2d0165574d
Add Metal support for macOS (arm64) and iOS
2024-08-20 12:11:06 +02:00
clayjohn
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
Khasehemwy
d950f5f838
Use Reverse Z for the depth buffer
2024-04-04 13:54:15 +02:00
Rémi Verschelde
7abaac631b
Fixup SDFGI shader compilation error after #80390
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My mistake, I added this when rebasing and didn't notice that it was a
.glsl file and thus the availability of Math was not confirmed by the
C++ compiler.
2024-01-03 08:51:08 +01:00
EddieBreeg
8747c67d9e
Fix potential integer underflow in rounded up divisions
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A new `Math::division_round_up()` function was added, allowing for easy
and correct computation of integer divisions when the result needs to
be rounded up.
Fixes #80358 .
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com >
2024-01-02 14:14:47 +01:00
clayjohn
43cf21cb71
Use best fit normals for storing screen space normals
2023-12-21 14:41:29 -07:00
viksl
8a2d345a85
Fixes spotlight's cluster artifacts and negative light.
2023-10-01 09:13:30 +02:00
Matias N. Goldberg
79c9edab3b
Draw sky as a fullscreen triangle
2023-08-05 17:55:43 -03:00
Yuri Sizov
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
ChibiDenDen
35715e510f
replace sampler arrays with constant sampler elements
2023-06-22 01:11:57 +03:00
Bastiaan Olij
66272ea26e
Fix volumetric fog in stereo by projection vertex in combined space
2023-06-20 14:36:14 +10:00
Rémi Verschelde
852740a627
Merge pull request #76053 from MightiestGoat/fix-sky-auto-exposure
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Fix the grainy sky while using debanding.
2023-05-24 08:46:28 +02:00
Pedro J. Estébanez
09aa1bbdb3
Fix unsupported sampler filter used for voxel GI
2023-04-26 20:54:06 +02:00
mightygoat
69f634ac78
Fix the grainy sky while using debanding
2023-04-15 10:43:46 +05:30
RandomCatDude
c118314fe8
Apply sky fog after luminance multiplier
2023-04-08 12:52:33 +05:00
RandomCatDude
59c31004f8
fix spotlight shadows in volumetric fog
2023-02-25 16:28:06 +05:00
Marius Hanl
a59819630d
Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and GPUParticles*3D
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- 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
Rémi Verschelde
5b1df48c6c
Convert en_GB spelling to en_US with codespell
2023-01-23 11:02:20 +01:00
Bastiaan Olij
e886a7af81
Cleanup and improve sky render
2022-12-23 19:45:19 +11:00
clayjohn
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
Hugo Locurcio
6aebc7b66e
Fix volumetric fog not rendering at densities lower than or equal to 0.001
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This allows volumetric fog to render with the lowest density that
can be specified in the inspector (0.0001).
2022-10-13 00:45:49 +02:00
Bastiaan Olij
56d6a13fd7
Make dependencies with shader includes in subfolders
2022-09-26 12:29:19 +10:00
clayjohn
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
Rémi Verschelde
d63c6fc463
Merge pull request #60185 from Calinou/environment-fog-and-sky-affect
2022-09-01 23:52:34 +02:00
Hugo Locurcio
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
clayjohn
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
Hugo Locurcio
09bedcead4
Add a per-light volumetric fog energy property
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Per-light energy gives more control to the user on the final result of
volumetric fog. Specific lights can be fully excluded from volumetric fog
by setting their volumetric fog energy to 0, which improves performance
slightly. This can also be used to prevent short-lived dynamic effects
from poorly interacting with volumetric fog, as it's updated over several
frames by default unless temporal reprojection is disabled.
Volumetric fog shadows now obey Light3D's Shadow Opacity property as well.
The shadow fog fade property was removed as it had little visible impact
on the final scene's rendering.
2022-08-30 20:03:38 +02:00
Hugo Locurcio
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
Pedro J. Estébanez
278950f731
Keep SdfgiDebug shader's push constant size <= 128
2022-07-29 13:25:11 +02:00
Hugo Locurcio
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
Bastiaan Olij
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
luz paz
38aaaa3cf9
Fix various typos not caught by codespell
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Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600
2022-07-21 07:38:23 -04:00