Thaddeus Crews
cb164a38f2
Merge pull request #107384 from Kaleb-Reid/compat-directional-cull-mask
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Implement DirectionalLight3D cull masks in Compatibility
2025-10-07 11:54:42 -05:00
Kaleb Reid
79b1a6defc
Implement DirectionalLight3D cull masks in Compatibility
2025-10-04 16:08:27 -07:00
Kaleb Reid
8ad335eae0
Divide screen texture by luminance multiplier in compatibility
2025-10-04 00:19:42 -07:00
devloglogan
8fef9a689e
Implement motion vectors in compatibility renderer
2025-09-30 09:42:17 -05:00
Thaddeus Crews
853884ba05
Merge pull request #109143 from sievaxx/more_sampler_default_texs
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Add and enable default textures for other samplers
2025-09-16 11:44:51 -05:00
Thaddeus Crews
b432e108d5
Merge pull request #109791 from Talkashie/master
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Typo cleanup pass
2025-08-21 18:39:37 -05:00
Talkashie
bc7e68dfd1
Typos
2025-08-19 18:32:59 -05:00
Pedro J. Estébanez
919006eb35
Fix material removal clearing all instances of shared texture arrays
2025-08-18 12:21:15 +02:00
Riley Willows
fbe2710843
Add and enable default textures for other samplers
2025-07-31 00:08:43 +01:00
LuoZhihao
7419e4429d
Fix global shader texture uniform
2025-06-13 13:24:38 +08:00
Rémi Verschelde
0497ae9947
Merge pull request #80710 from apples/7174-apples-stencil
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Add stencil support to spatial materials
2025-06-12 01:15:35 +02:00
Apples
d674c9e289
Add stencil support for spatial materials
2025-06-11 09:59:10 -05:00
Apples
7574a5dbb3
Add depth function for spatial materials
2025-06-06 09:21:19 -05:00
David Snopek
fa30719814
Fix wrong default texture for global uniforms of type sampler2DArray
2025-06-05 11:12:03 -05:00
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
Thaddeus Crews
452dc667fb
Merge pull request #106592 from beicause/shader-fix-editor-mat-default
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Shader: Fix the default behavior when mat uniforms are null
2025-05-22 12:15:08 -05:00
clayjohn
9a1def8da1
Add new StandardMaterial properties to allow users to control FPS-style objects (hands, weapons, tools close to the camera)
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Add new shader built in Z_CLIP_SCALE to easily adjust clipping distance to avoid clipping walls etc.
Add fov_override to StandardMaterial3D to easily have a custom FOV for FPS objects
Add IN_SHADOW_PASS built-in to shaders for tweaking materials without impacting shadow maps
2025-05-21 10:16:05 -03:00
LuoZhihao
4621d3e1f4
Shader: Fix the default behavior when mat uniforms are null
2025-05-21 13:28:39 +08:00
Capry
9828c365c3
Add support for bent normals for indirect lighting and specular occlusion
2025-05-12 12:52:04 +02:00
landervr
56730d0cb2
Add specular occlusion from ambient light
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Co-authored-by: guerro323 <kaltobattle@gmail.com >
2025-05-08 23:52:01 +02:00
dsmtE
4e68f277c6
add REGION_RECT
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fix formatting
fix shader compile (region_rect after draw_data)
fix formatting
fix formatting
Review fix (move region_rect in main + remove useless visual shader options)
fix formatting
fix alphabetic order (+ remove useless action for spatial shaders)
typo + remove TYPE_LIGHT option for region_rect
2025-04-30 11:07:22 +02:00
Thaddeus Crews
a6979ef664
Merge pull request #97801 from basicer/srgb-color-hint
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Add `color_conversion_disabled` shader hint.
2025-04-14 19:39:42 -05:00
Thaddeus Crews
c7e9dc96a4
Rendering: Fix Math constant conversion
2025-04-11 12:33:57 -05:00
Rob Blanckaert
8c54290b4a
Add color_conversion_disabled shader hint.
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Sometimes shaders want to accept a color as input that is always
in the srgb color space. This adds a hint to vec3/vec4 to enable
the color picker popup for those vectors but disable color space
conversion.
2025-04-10 21:31:15 -07:00
Thaddeus Crews
94282d88f9
Core: Use Math namespace for constants
2025-04-10 16:29:30 -05:00
A Thousand Ships
466590d0ec
Use get_slicec instead of get_slice for single character splitters
2025-03-08 20:36:37 +01:00
Chaosus
570e59df3d
Fix shader uniforms has null as default value
2025-01-31 07:35:51 +03:00
MathdudeMan
964cd6525e
Fix: Mass property particle shader error
2025-01-28 21:00:26 -05:00
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
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
tetrapod00
899f5151c3
Standardize terms for renderers in error strings
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Use "Forward+", "Mobile", "Compatibility", and "renderer" or "rendering method".
2024-11-10 13:30:44 -08:00
Chaosus
463e81413e
Make OUTPUT_IS_SRGB/CLIP_SPACE_FAR shader built-ins global
2024-10-24 12:32:05 +03:00
Clay John
842f982397
Merge pull request #96819 from clayjohn/GLES3-instance-uniforms
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Implement instance uniforms in Compatibility renderer
2024-10-07 13:41:47 -06:00
ywmaa
0a9ad8f9de
Implement vertex shading
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This adds support in all backends, but the Compatibility renderer works the best.
Mobile and Forward+ can only support one directional light shader (the first in the tree)
While the Compatibility renderer supports any number of shadows.
Co-authored-by: Clay John <claynjohn@gmail.com >
2024-09-29 00:36:09 +02:00
David Snopek
1a6f8512bc
Add external texture support (GLES3)
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Co-authored-by: Fredia Huya-Kouadio <fhuyakou@gmail.com >
Co-authored-by: Mauricio Narvaez <nvz@meta.com >
2024-09-20 10:48:32 -05:00
clayjohn
29df589632
Implement instance uniforms in Compatibility renderer
2024-09-10 12:20:47 -07:00
Yuri Rubinsky
af92fdb0ac
Add basic support to evaluate operator value in shader language
2024-09-09 15:12:11 +03:00
Chaosus
f538376c3b
Add CLIP_SPACE_FAR built-in to spatial shader
2024-08-27 08:48:46 +03:00
Yuri Rubinsky
e41048e16e
Fix texture samplers to not being last in the property list
2024-07-29 09:19:09 +03:00
Yuri Rubinsky
574e61a542
Fix crash when assigning more textures than expected to texture array
2024-07-22 20:51:11 +03:00
Rémi Verschelde
590628feda
Merge pull request #86516 from jsjtxietian/fix-camera-direction
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Fix incorrect `CAMERA_DIRECTION_WORLD` calculation
2024-07-18 10:45:20 +02:00
clayjohn
27b040dc61
Remove warning when project setting requests a larger global shader uniform buffer than the hardware supports.
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Instead provide a better error message when the limit is exceeded and avoid crash with a small limit.
2024-06-28 10:38:18 +02:00
clayjohn
ea4be9afa6
Add more validation to UBO size and alignment in Compatibility renderer
2024-06-14 12:56:29 -07:00
Rémi Verschelde
f91db3dc58
Merge pull request #91399 from QbieShay/qbe/fix-pmul-name
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Revert premul alpha to spell without the T
2024-05-01 23:47:46 +02:00
QbieShay
e41064388e
reverted naming to premul alpha (no T)
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Initially 3d had premulT alpha as a keyword.
Since Canvas item uses mixed premul and premult as keywords,
3D is changed as well to keep consistency with 2D.
Unfortunately this keeps inconsistency with the internal ENUM.
2024-05-01 22:24:49 +02:00
Chris Clyne
44364faee5
Ensure global shader sampler parameters are initialized when loading the editor
2024-05-01 18:12:46 +01:00
QbieShay
41a2b0e83e
Added premult alpha blending to 3D (spatial) shaders.
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Co-authored-by: jitspoe <jitspoe@yahoo.com >
Co-authored-by: Clay John <claynjohn@gmail.com >
2024-05-01 00:53:29 +02:00
Rob Blanckaert
ffe0b869f5
Add LIGHT_VERTEX to fragment shader
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Adds a new variable to the fragment shader to specify
the vertex position used when calculating lighting.
2024-04-25 06:56:02 -07:00
clayjohn
2c7dd35822
Ensure proper vertex input masks are used in 2D compatibility renderer
2024-02-27 15:39:20 -08:00