Commit Graph

456 Commits

Author SHA1 Message Date
clayjohn adfc9ccc44 Use a src rect for copying from screen with CanvasGroup in the mobile backend 2024-04-17 15:19:20 -07:00
Khasehemwy d950f5f838
Use Reverse Z for the depth buffer 2024-04-04 13:54:15 +02:00
Bastiaan Olij df8ff797b7 Consistantly use USE_MULTIVIEW as the define in shaders 2024-03-11 14:40:00 +11:00
Eidolon 08f4560e69 Add optional depth fog 2024-02-17 22:39:34 -03:00
Erik Johnson eab95698cd
Fix shadows for billboarded Sprite3D's 2024-02-13 10:36:38 +01:00
Rémi Verschelde 4a30fe5e7c
Merge pull request #86564 from Giwayume/feature/canvas-item-shader-custom-data
Support CUSTOM shader attributes in 2D
2024-02-08 10:53:24 +01:00
Yuri Sizov 1b83e8ae81 Merge pull request #87460 from BastiaanOlij/stereo_ivec
Add ivec variants to multiview_uv for stereo rendering
2024-01-25 16:27:10 +01:00
Giwayume bb83c4adec Add custom shader attributes to Canvas Item Shaders 2024-01-23 14:36:39 -05:00
Bastiaan Olij 1066f01607 Add ivec variants to multiview_uv for stereo rendering 2024-01-23 16:13:31 +11:00
kleonc 0fe7eead02 Fix 2D normals for transposed texture 2024-01-15 17:34:29 +01:00
Bastiaan Olij 10a8b88165 Fix SSR not working properly in stereo 2024-01-09 23:19:57 +11:00
Dario cc4d39b0c1 Acyclic Command Graph for RenderingDevice.
Adds a new system to automatically reorder commands, perform layout transitions and insert synchronization barriers based on the commands issued to RenderingDevice.
2024-01-08 14:54:56 -03:00
clayjohn 7f1863f83d Tune TAA disocclusion scale to avoid rejecting all samples during motion. 2024-01-04 17:06:57 -08:00
Rémi Verschelde 7abaac631b
Fixup SDFGI shader compilation error after #80390
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
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
Yuri Sizov c1d8b53ca0 Merge pull request #82668 from mrjustaguy/master
Improve split blending logic for Vulkan
2023-12-18 18:17:36 +01:00
clayjohn a5399ab5af Reduce the number of samplers used by the scene shaders
The hard limit for Apple devices is 16 samplers per stage. So we need to ensure we use less than that
2023-12-15 17:13:44 -07:00
clayjohn 2b9e6d2972 Use render pass uniform set to store viewport samplers.
This fixes a bugs where per-viewport samplers were being used for internal texture fetches (probes, sky, etc.).

This also fixes a bug when using multiple viewports in the same scene.

This also fixes a bug where the texture bias would override the bias from 3D scale.
2023-11-08 23:26:08 +01:00
Bastiaan Olij e3b8af723e Fix cubemap downsampler logic 2023-10-31 10:36:42 +11:00
clayjohn 57ba7ded87 Fix bug with alpha to coverage by enabling depth discard when using alpha to coverage 2023-10-30 23:07:30 +01:00
Rémi Verschelde 09b92a144d
Merge pull request #79921 from mandryskowski/ssr_transparency
Make Fresnel darken SSR instead of blending with specular
2023-10-11 22:37:02 +02:00
mandryskowski 5b2e54c17b Fresnel should darken the SSR reflections instead of blending them with specular light. 2023-10-11 18:58:22 +01:00
QbieShay c228fe1a0d Particle internal refactor and additions for more artistic control
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Co-authored-by: Mew Pur Pur <85438892+MewPurPur@users.noreply.github.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2023-10-10 20:03:35 +02:00
clayjohn af1d81d95a Only perform modelview transform on tangent and binormal when vertex shader is in local space 2023-10-05 22:08:36 -06:00
Rémi Verschelde 950139e489
Merge pull request #82546 from viksl/volumetric-fog-spot-light-artifacts
Fix cluster artifacts and negative light
2023-10-05 22:50:12 +02:00
clayjohn 51ed3aef63 Vertex and attribute compression to reduce the size of the vertex format.
This allows Godot to automatically compress meshes to save a lot of bandwidth.

In general, this requires no interaction from the user and should result in
no noticable quality loss.

This scheme is not backwards compatible, so we have provided an upgrade
mechanism, and a mesh versioning mechanism.

Existing meshes can still be used as a result, but users can get a
performance boost by reimporting assets.
2023-10-05 12:02:23 -06:00
mrjustaguy dd3d380a01 Improve Split Blending
Improve Split Blending Logic
2023-10-02 13:22:51 +02:00
viksl 8a2d345a85 Fixes spotlight's cluster artifacts and negative light. 2023-10-01 09:13:30 +02:00
Raffaele Picca de42258154 Optimizing glow behaviour 2023-09-26 11:56:28 +02:00
Dario 057367bf4f Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.
Introduces support for FSR2 as a new upscaler option available from the project settings. Also introduces an specific render list for surfaces that require motion and the ability to derive motion vectors from depth buffer and camera motion.
2023-09-25 10:37:47 -03:00
bitsawer dda8846dea Fix LightmapGI shading sometimes being unlit or black 2023-09-20 01:41:32 +03:00
Rémi Verschelde 9a1b4f338b
Merge pull request #81160 from paddy-exe/canvas-uv-world-space
Add render mode to use world coordinates in canvas item shader
2023-09-19 09:03:18 +02:00
Rémi Verschelde 3815b2f98e
Merge pull request #81315 from conorlawton/z-billboard-y-velocity-no-scale
Fix z-billboard + y to velocity transform alignment to correctly respect non-uniform scale
2023-09-08 23:14:27 +02:00
Conor Lawton 9ecafcc491 Fixed z-billboard-y-velocity to correctly respect non-uniform scale instead of averaging scale 2023-09-08 20:01:57 +01:00
Milan Gruner 45a33cc749 Implement render mode fog_disabled and BaseMaterial3D setting Disable Fog 2023-09-05 18:15:02 +02:00
Patrick c98ab5aba3 Add option to use world coordinates in canvas item shader
By using the render mode `world_vertex_coords` you can automatically use the vertex coordinates in world space
2023-08-30 15:32:18 +02:00
Rémi Verschelde a6c72f9829
Merge pull request #81074 from DarioSamo/flip-motion-vectors
Flip convention of motion vectors.
2023-08-29 12:46:44 +02:00
Rémi Verschelde 9d74c24232
Merge pull request #80723 from DarioSamo/debug-motion-vectors
Improve visual feedback when using the motion vectors debug view option
2023-08-29 12:44:45 +02:00
Dario 293302ccd8 Add motion vector support for GPU 3D Particles.
Add the capability of resizing the transforms buffer for particles to be double its size and alternate where the current output is written to. Only works for particles that use index as their draw order.
2023-08-28 10:56:02 -03:00
Dario e7d3a7c2aa Improve visual feedback when using the motion vectors debug view option.
Replaces the current method of showing the raw values of the motion vectors buffer to display a grid of lines instead with a new shader.
2023-08-28 10:14:21 -03:00
Dario f14c944c21 Flip convention of motion vector to point from current pixel to the previous pixel. 2023-08-28 09:30:20 -03:00
Bastiaan Olij 8449331f13 Fix missing decal mask in mobile renderer 2023-08-23 11:14:10 +10:00
Dario e2984af013 Add motion vector support for animated surfaces like skeletons or blend shapes.
Extends mesh instances that required custom vertex buffers to create two alternating buffers that are written to and binds them to use them as the previous vertex buffer when generating motion vectors.
2023-08-16 11:37:42 -03:00
Rémi Verschelde 1163dac9e3
Merge pull request #80215 from clayjohn/HDR-2D
Add option to enable HDR rendering in 2D
2023-08-08 16:57:33 +02:00
Rémi Verschelde 40ca09364d
Merge pull request #80311 from darksylinc/matias-fullscreen-tri
Use fullscreen tri instead of quad
2023-08-07 14:54:21 +02:00
Rémi Verschelde faaf27f284
Fix various typos with codespell
Also includes typo fixes from #79993, #80068, #80276, and #80303.

Co-authored-by: betalars <contact@betalars.de>
Co-authored-by: spaceyjase <429978+spaceyjase@users.noreply.github.com>
Co-authored-by: Swarkin <102416174+Swarkin@users.noreply.github.com>
Co-authored-by: Raul Santos <raulsntos@gmail.com>
2023-08-07 13:09:47 +02:00
clayjohn 57eb762bae Add option to enable HDR rendering in 2D
This is needed to allow 2D to fully make use of 3D effects (e.g. glow), and can be used to substantially improve quality of 2D rendering at the cost of performance

Additionally, the 2D rendering pipeline is done in linear space (we skip linear_to_srgb conversion in 3D tonemapping) so the entire Viewport can be kept linear.
This is necessary for proper HDR screen support in the future.
2023-08-07 11:24:03 +02:00
Matias N. Goldberg 79c9edab3b Draw sky as a fullscreen triangle 2023-08-05 17:55:43 -03:00
Matias N. Goldberg 6e7d87fb25 Use fullscreen tri instead of quad 2023-08-05 17:09:06 -03:00
Clay 7c812cd7e9 Fix use of discard in shaders
discard was being included in all shaders set to depth pass opaque, which is the majority of shaders

Instead it should only be used with alpha prepass materials
2023-07-24 23:21:04 +02:00
mandryskowski 33e46aac13
Revert the change of the limit for interpolation of R0 with respect to metallic and SSR
Commit 2c000cb72f changed the interpolation limits from (0.04, 1.0) to (0.04, 0.37). This is incorrect, as we want to have an F0 of 0.04 for dielectrics (materials with metalness of 0.0) and an F0 of 1.0 for metals.
The Schlick approximation uses an F0 of 0.04 for all dielectrics and it's good enough.
Having it lower than 1.0 leads to an incorrect application of the Fresnel effect for metals and leads to bugs like #79549
2023-07-18 19:18:19 +02:00
Yuri Sizov 0fa808ba5e Merge pull request #77085 from BastiaanOlij/visualise_direction_shadowmap_frustum
Draw frustum splices ontop of direction shadow atlas for debug purposes
2023-07-12 21:02:25 +02:00
Yuri Sizov bb15241e06 Merge pull request #77740 from ChibiDenDen/simplify_vulkan
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 952b4b3f38 Apply reprojection in multiview for our cluster lookup 2023-06-21 11:17:01 +10:00
Bastiaan Olij 66272ea26e Fix volumetric fog in stereo by projection vertex in combined space 2023-06-20 14:36:14 +10:00
Bastiaan Olij d9eb9665da Draw frustum splices ontop of direction shadow atlas for debug purposes 2023-06-11 11:48:11 +10:00
Rémi Verschelde 9ce42d176d
Merge pull request #76977 from manueldun/light-shader-builtins
Enable the use of all supported builtins on the light shader
2023-06-09 11:04:46 +02:00
Manuel Dun e2321c21db Enable the use of all builtins on the light shader
When using the light process in spatial shader,
the built-ins work as spected, now they work in forward+,
mobile and compatibility renderer.
2023-06-08 14:14:14 -04:00
Yuri Sizov f6dcd7f51a
Merge pull request #75181 from dalexeev/fix-light-only-mode
Fix "Light Only" mode of `CanvasItemMaterial`
2023-05-27 17:28:29 +02:00
Rémi Verschelde 852740a627
Merge pull request #76053 from MightiestGoat/fix-sky-auto-exposure
Fix the grainy sky while using debanding.
2023-05-24 08:46:28 +02:00
Rémi Verschelde 9ecb929da6
Merge pull request #76565 from clayjohn/debug-PSSM-splits
Re-implement the PSSM_SPLITS debug option
2023-05-15 09:33:01 +02:00
Danil Alexeev 43b0702a02
Fix "Light Only" mode of `CanvasItemMaterial` 2023-05-13 09:06:09 +03:00
Pedro J. Estébanez 6465432570 Save cluster render shader from being optimized out entirely 2023-05-08 18:39:49 +02:00
clayjohn fb77021559 Use proper UV in cubemap downsampler raster
This removes bias in cubemap downsampling shader that resulted in the bottom of cubemaps being over represented
2023-05-03 01:06:34 -07:00
clayjohn ca23d06a31 Re-implement the PSSM_SPLITS debug option
This uses a render_mode instead of shadow_color to avoid adding a cost to the basic shader
2023-04-28 17:53:56 -07:00
Pedro J. Estébanez 09aa1bbdb3 Fix unsupported sampler filter used for voxel GI 2023-04-26 20:54:06 +02:00
Johan Aires Rastén 14a8124ffe Add LIGHT_IS_DIRECTIONAL built-in for spatial shaders 2023-04-20 14:33:30 +02:00
clayjohn ab603e347f Clamp normal when calculating 2D lighting to avoid artifacts 2023-04-18 17:26:17 -07:00
mightygoat 69f634ac78 Fix the grainy sky while using debanding 2023-04-15 10:43:46 +05:30
Rémi Verschelde 34a842b5d1
Merge pull request #75462 from joao-pedro-braz/use_modelview_for_vertex_transform_when_double_precision_is_enabled
Use MODELVIEW_MATRIX when on double precision
2023-04-13 09:53:54 +02:00
Erik Johnson 6229c2a1f9 Translate inactive particles to -INF 2023-04-12 19:32:39 -04:00
RandomCatDude c118314fe8 Apply sky fog after luminance multiplier 2023-04-08 12:52:33 +05:00
mightygoat 2c000cb72f Fix the limit for interpolation of R0 with respect to metallic and SSR
Shlick term
2023-04-06 23:14:47 +05:30
João Pedro Braz 63c6f0b93c Use MODELVIEW_MATRIX for vertex transform when double precision is enabled
This commit updates the double precision vertex transform code from
using the MODEL_MATRIX to now use the MODELVIEW_MATRIX instead.

This can be made possible by transforming the MODELVIEW_MATRIX
back into model space (ie, same space as the MODEL_MATRIX) and then using it as if it were the MODEL_MATRIX.

With this in place we now properly handle VERTEX transformations that
a Material Shader might do, such as billboard-ing.
2023-03-29 10:37:30 -03:00
Rémi Verschelde 0511da260f
Merge pull request #74019 from BastiaanOlij/split_last_effects
Move roughness limiter and sort into their own classes
2023-03-10 14:02:14 +01:00
Bastiaan Olij a8ec72cf94 Move roughness limiter and sort into their own classes 2023-03-09 21:58:55 +11:00
RandomCatDude 59c31004f8 fix spotlight shadows in volumetric fog 2023-02-25 16:28:06 +05:00
clayjohn db9dfb7233 Increase SSAO and SSIL bias to account for variance in mipmap generation 2023-02-21 10:25:33 -08:00
clayjohn c9c14410e9 Fix sampling bug when SSAO is using half size 2023-02-16 00:37:12 -08:00
Bastiaan Olij 694c8ec273 Add render buffer support to screen space effects 2023-02-10 10:27:59 +11:00
Rémi Verschelde ab4d8df163
Merge pull request #72485 from BastiaanOlij/add_eye_matrix_access
Expose EYE_OFFSET to gdshader code
2023-02-01 07:33:18 +01:00
Rémi Verschelde 3eb1ac9fd2
Merge pull request #72075 from Maran23/extents-to-size
Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal  and GPUParticles*3D
2023-02-01 07:30:09 +01:00
Bastiaan Olij 8c77aea9ab Expose EYE_OFFSET to gdshader code 2023-02-01 12:39:13 +11:00
Marius Hanl a59819630d Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and GPUParticles*3D
- 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
clayjohn eb9c2b878a Automatically transform Skeleton2D calculations so pivots are not needed 2023-01-27 14:55:22 -08:00
Rémi Verschelde 4b0363312e
Merge pull request #71455 from BastiaanOlij/fix_stereo_screen_depth
Make screen texture and depth texture work in Multiview
2023-01-26 01:11:02 +01:00
Bastiaan Olij 85c478e170 Make screen texture and depth texture work in Multiview 2023-01-25 13:35:01 +11:00
Rémi Verschelde a6042b649a
Merge pull request #71832 from Geometror/fix-spotlight-artifacts
Fix some `SpotLight3D` issues (clustering artifacts, leaking light, AABB)
2023-01-24 09:15:26 +01:00
Hendrik Brucker 4bd01a93dc Fix some SpotLight3D issues (clustering artifacts, light leak) 2023-01-24 01:08:32 +01:00
Rémi Verschelde 260daf8a13
Merge pull request #71694 from clayjohn/VoxelGI-reflection
Use proper space for forward GI reflections
2023-01-23 22:29:54 +01:00
Rémi Verschelde 5b1df48c6c
Convert en_GB spelling to en_US with codespell 2023-01-23 11:02:20 +01:00
Hugo Locurcio d84c9523f7
Fix DirectionalLight3D shadow opacity on Forward Mobile rendering backend 2023-01-22 22:25:15 +01:00
clayjohn 2ccc69cd7d Use proper space for forward GI reflections 2023-01-19 12:58:59 -08:00
clayjohn faea9f5c10 Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTURE
in favour of texture hints
2023-01-18 19:52:47 -08:00
jainl28patel 390f83bf5a fix normal map not flipping in sprite2D 2023-01-14 11:51:56 +05:30
Rémi Verschelde 0abd60b953
Merge pull request #71130 from clayjohn/RD-normal-roughness
Fix multiple issues that make the normal roughness texture unusable
2023-01-12 01:01:24 +01:00
clayjohn 89766848de Fix multiple issues that make the normal roughness texture unusable 2023-01-09 11:56:36 -08:00
Bastiaan Olij 9b549231e4 Move luminance effect into its own class and use new buffers system 2023-01-07 14:40:42 +11:00