Dario
46277836a6
Optimize Mobile renderer by using FP16 explicitly.
2025-06-09 14:39:35 -03:00
SaracenOne
761d5474dc
Shader compilation fix:
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Fix shader compilation crash on custom shaders
using VIEW_INDEX on Vulkan Clustered Forward
renderer.
2025-06-08 03:29:47 +01:00
Rémi Verschelde
26df04377e
Merge pull request #107210 from dsnopek/vulkan-mobile-fix-missing-view-index
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Fix crash when using `VIEW_INDEX` in shader with Vulkan mobile renderer
2025-06-06 17:38:23 +02:00
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
David Snopek
56c2ce00d6
Fix crash when using VIEW_INDEX in shader with Vulkan mobile renderer
2025-06-06 07:03:35 -05:00
Rémi Verschelde
1e9200d065
Merge pull request #107099 from Kaleb-Reid/fix-sun-scatter
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Increase directional light energy in sky for fog sun scatter
2025-06-05 13:13:40 +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
devloglogan
3b70fbdc3c
Implement motion vectors in mobile renderer
2025-05-30 13:09:54 -05:00
Thaddeus Crews
de37627404
Merge pull request #102552 from DarioSamo/shader-baker
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Add shader baker to project exporter.
2025-05-28 17:09:38 -05:00
Thaddeus Crews
7830c5fadc
Merge pull request #106844 from LiveTrower/dfg-reconstruction
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Fix missing ibl reconstruction from DFG multiscattering
2025-05-28 09:47:41 -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
e89c4b0f9f
Merge pull request #102330 from RGDTAB/add_partial_smaa
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Add SMAA 1x to screenspace AA options
2025-05-26 11:24:35 -05:00
Alfonso Grimaldo
e1e1933244
fix missing ibl reconstruction from dfg multiscattering
2025-05-24 20:10:02 -06:00
Raymond DiDonato
6b99608950
Add SMAA 1x
2025-05-21 15:02:09 -04:00
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
retrotails
ba06234309
Fix light range in voxel GI
2025-05-21 06:49:35 -04:00
Dario
ff3ababb09
Reduce amount of permutations in mobile shader.
2025-05-16 12:40:21 -03:00
Dario
499fff51fb
Rewrite textureProjLod usage to avoid a Vulkan validation error.
2025-05-15 11:35:34 -03:00
Thaddeus Crews
d0693d6867
Merge pull request #89988 from LunaCapra/specular-occlusion
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Add support for bent normal maps for specular occlusion and indirect lighting
2025-05-14 09:44:06 -05:00
landervr
be01c7f5a4
fix reflection probe box projection stretching
2025-05-14 00:02:06 +02:00
Capry
9828c365c3
Add support for bent normals for indirect lighting and specular occlusion
2025-05-12 12:52:04 +02:00
Thaddeus Crews
19bb18716e
Merge pull request #102399 from clayjohn/cull-mask-overhaul
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Overhaul the cull mask internals for Lights, Decals, and Particle Colliders
2025-05-09 11:29:28 -05:00
Thaddeus Crews
dda0562f2f
Merge pull request #103934 from LiveTrower/dfg-lut
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Forward+: Replace the current BRDF approximation with a DFG LUT and add multiscattering energy compensation
2025-05-09 11:29:16 -05:00
clayjohn
305216f558
Overhaul the cull mask internals for Lights, Decals, and Particle Colliders
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Properly pair and unpair instances based on cull mask to avoid any unnecessary processing and to ensure that changing the cull_mask and layer_mask actually updates culling behavior
2025-05-08 21:39:12 -07:00
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
LiveTrower
44408eabaa
Replace BRDF approximation with a DFG LUT
2025-05-08 10:23:35 -06:00
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
landervr
e3dbf74634
Fix reflection probe dark borders
2025-04-29 17:18:52 +02:00
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
mrjustaguy
bc746f2962
Implement FXAA 3.11
2025-04-22 22:19:06 -07:00
Thaddeus Crews
1f7a8eac9d
Merge pull request #101973 from clayjohn/sky-material-opt
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Optimize ProceduralSkyMaterial by removing uses of acos and simplifying logic
2025-04-22 18:25:51 -05:00
BlueCube3310
5640ddd0a5
Scene shader: Improve and document SH evaluation for light probes
2025-04-19 15:08:02 +02:00
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
Thaddeus Crews
4d5f455cf7
Merge pull request #105037 from clayjohn/RD-instance-index-crash
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Avoid using a global variable to store instance index in canvas items shader in RD renderer
2025-04-07 08:43:27 -05:00
Thaddeus Crews
5edb235018
CI: Bump various pre-commit hooks
2025-04-07 08:23:35 -05:00
clayjohn
bef26b8861
Avoid using a global variable to store instance index in canvas items shader in RD renderer
2025-04-04 16:32:15 -07:00
Rémi Verschelde
408d07109b
Merge pull request #99551 from DarioSamo/fragment-density-map
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Implement Fragment density map support.
2025-03-28 14:31:19 +01:00
Dario
76d709be74
Implement support for fragment density maps.
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Co-Authored-By: Bastiaan Olij <mux213@gmail.com >
2025-03-24 11:50:04 -05:00
Stuart Carnie
b3694662a2
2D: Fix light shader accessing TEXTURE_PIXEL_SIZE
2025-03-06 05:30:20 +11:00
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