Rémi Verschelde
5b6d9a7dd8
Merge pull request #95659 from clayjohn/RD-sky-affect
...
Ensure `fog_sky_affect` is used even when using a background color
2024-08-16 23:49:58 +02:00
clayjohn
37be585fdf
Ensure fog_sky_affect is used even when using a background color
2024-08-16 14:11:08 -07:00
kevinkuo52
3388a4a360
pass in render_info to _fill_instance_data for alpha to fix overdraw call count
2024-08-16 08:59:36 -07:00
Garteal
2606831d71
SDFGI: fix crash if update_data is nullptr
2024-07-19 18:27:32 +02:00
Rémi Verschelde
590628feda
Merge pull request #86516 from jsjtxietian/fix-camera-direction
...
Fix incorrect `CAMERA_DIRECTION_WORLD` calculation
2024-07-18 10:45:20 +02:00
Rémi Verschelde
6f9c0aa40d
Merge pull request #93630 from BastiaanOlij/scene_data_projection_correction
...
Make RenderSceneData take projection correction into account
2024-07-09 00:03:14 +02:00
Bastiaan Olij
6ed6212949
Make RenderSceneData take projection correction into account
2024-06-27 10:44:30 +10:00
jsjtxietian
a313fa13fd
Add safety check when setting several rendering effect quality
2024-06-26 17:06:21 +08:00
clayjohn
267ea14616
Fix LOD selection in compatibility backend and clean up LOD code
2024-05-23 11:30:22 -07:00
Rémi Verschelde
c9fdcde20f
Merge pull request #91642 from BastiaanOlij/fix_transparent_sky
...
Skip rendering sky if viewport is set to transparent background
2024-05-14 12:06:44 +02:00
Rémi Verschelde
c322a9b7ee
Merge pull request #91808 from DarioSamo/debug_mv_msaa
...
Do not use MSAA versions of textures on debug views.
2024-05-13 12:05:46 +02:00
Bastiaan Olij
6efaaecde2
Skip rendering sky if viewport is set to transparent background
2024-05-13 11:04:06 +10:00
Dario
a3ecc86f47
Do not use MSAA versions of textures on debug views.
2024-05-10 14:01:58 -03:00
Dario
3f64eeb393
Rewrite reprojection for FSR2 to work correctly with Reverse-Z.
2024-05-10 11:57:27 -03:00
QbieShay
e41064388e
reverted naming to premul alpha (no T)
...
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
Rémi Verschelde
7733ecd1ee
Merge pull request #91344 from tactical-fluke/vk_fix_unshaded_sdfgi
...
Fix SDFGI being used in unshaded debug draw
2024-05-01 09:55:18 +02:00
QbieShay
41a2b0e83e
Added premult alpha blending to 3D (spatial) shaders.
...
Co-authored-by: jitspoe <jitspoe@yahoo.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2024-05-01 00:53:29 +02:00
tactical-fluke
216c9a6bd9
Fix SDFGI being used in unshaded debug draw
...
Fixes #62758
2024-04-30 11:28:29 +08:00
Rob Blanckaert
ffe0b869f5
Add LIGHT_VERTEX to fragment shader
...
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
eb62c5b27f
Revert change to default depth clear value in draw_list_begin
2024-04-17 19:08:22 -07:00
Rémi Verschelde
a28be933ee
Merge pull request #89398 from clayjohn/visual-debugger-coverage
...
Increase coverage of timestamps for visual profiler
2024-04-04 14:31:19 +02:00
Khasehemwy
d950f5f838
Use Reverse Z for the depth buffer
2024-04-04 13:54:15 +02:00
clayjohn
ac6c648645
Increase coverage of timestamps for visual profiler
2024-04-03 19:29:02 -07:00
Rémi Verschelde
2597f60de1
Merge pull request #88830 from beiller/bugfix/taa_xr_fix
...
Add fix for TAA passes rendering black meshes on XR
2024-03-26 13:45:10 +01:00
Hugo Locurcio
26a220bd31
Make Overdraw, Lighting and Shadow Splits debug draw modes ignore decals
...
This also makes the Overdraw and Shadow Splits debug draw modes ignore fog.
The Lighting debug draw mode still displays fog as that debug draw mode
is intended to preview scene lighting, and fog has an impact on how
lighting is perceived.
2024-03-07 17:40:49 +01:00
Bastiaan Olij
a5d3d23db4
Fix never ending loop with overlapping probes
2024-03-05 10:07:56 +11:00
Bill
b44f1c5176
Add fix for TAA passes rendering black meshes on XR
2024-02-25 14:25:49 -05:00
Bastiaan Olij
5a98845655
Implement hooks into renderer
2024-02-18 21:54:21 +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
Yuri Sizov
3f7ea71e88
Merge pull request #87495 from jsjtxietian/USE_LIGHT_SHADER_CODE
...
Clean up outdated `USE_LIGHT_SHADER_CODE` usage
2024-01-25 16:27:14 +01:00
Yuri Sizov
2ce450f8bc
Merge pull request #84894 from clayjohn/tangent-error-message
...
Store ArrayMesh path in RenderingServer for use in error messages
2024-01-24 14:07:47 +01:00
jsjtxietian
2004ad1ac5
Clean up outdated `USE_LIGHT_SHADER_CODE` usage
2024-01-24 12:30:27 +08:00
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
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
jsjtxietian
89d7a2f0a5
Fix incorrect CAMERA_DIRECTION_WORLD calculation
2023-12-26 14:09:44 +08:00
clayjohn
43cf21cb71
Use best fit normals for storing screen space normals
2023-12-21 14:41:29 -07:00
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
Yuri Sizov
ee1bf15924
Merge pull request #84637 from clayjohn/RD-sampler-bias
...
Use render pass uniform set to store viewport samplers.
2023-12-08 15:23:18 +01:00
clayjohn
e2a5d2bf46
Enable non-multiview advanced shader group whenever advanced shaders are requested
...
This is needed because xr_enabled does not guarantee that we won't use the non-multiview variants
2023-11-21 15:16:25 -07:00
Pedro J. Estébanez
5c25fa4c78
Fix potential double-close of draw command label
2023-11-20 18:59:06 +01:00
clayjohn
ead36fdcc4
Store ArrayMesh path in RenderingServer for use in error messages
2023-11-14 16:27:10 +01:00
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
clayjohn
a74cfc2629
Use default samplers in base uniform set when rendering to reflection probes
2023-11-07 17:46:05 +01:00
clayjohn
d1043a5f93
Enhance checks and user experience around tangents.
...
Ensure `ensure_tangents` option actually creates tangent array. Even if it is just a dummy array.
Allow mesh to generate its own tangents when using compression. This allows users to compress meshes without tangents.
Warn users if they are trying to read from tangents without providing tangents.
2023-11-01 22:40:42 +01:00
Rémi Verschelde
815b24d280
Merge pull request #83491 from jsjtxietian/pass-screen-size-when-render-shadow
...
Pass viewport size to shadow pass instead of using Vector2i(1,1)
2023-10-26 12:09:21 +02:00
jsjtxietian
26d32554bd
Pass viewport size to shadow pass instead of using vector2i(1,1)
2023-10-26 15:25:22 +08:00
Rémi Verschelde
f021d33940
Merge pull request #81167 from bitsawer/fix_sdfgi_editor_change
...
Reset SDFGI when changing editor scene tabs
2023-10-25 10:27:03 +02:00
Dario
4890e96556
Add an extra backbuffer color texture that can be used when an upscaler is in use.
...
Fixes issue #83152 . Due to how BLUR_0 is reused for multiple purposes and requires being at native resolution for some post-processing effects to work, FSR2 will use an alternate texture at internal size to use as the screen texture read by shaders instead. The rendering pipeline will prefer using this texture if it exists.
2023-10-17 13:36:27 -03:00
clayjohn
04846c1d6d
Avoid default fallback material when using world_vertex_coords
...
This avoids z-fighting between the opaque shader and the depth prepass shader
2023-10-05 19:11:48 -06:00