Commit Graph

433 Commits

Author SHA1 Message Date
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
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
clayjohn aaa9d626f3 Use proper indices for lights, decals, and reflection probes in mobile scene shader 2023-01-04 14:03:48 -08:00
Rémi Verschelde f064898956
Merge pull request #70253 from BastiaanOlij/cleanup_sky_render
Cleanup and improve sky render
2022-12-23 23:44:02 +01:00
Bastiaan Olij e886a7af81 Cleanup and improve sky render 2022-12-23 19:45:19 +11:00
clayjohn 4d301ee21e Check for disabled particle trail particle before initializing particle trail 2022-12-22 11:30:59 -07:00
clayjohn eb10c71d6c Disable particle trails particles when parent parent is not active. 2022-12-21 15:19:57 -07:00
Rémi Verschelde 2b2c372dbc
Merge pull request #70122 from clayjohn/VRS-r8uint
Don't attempt to create or use an R8_UINT texture as storage if VRS is not supported
2022-12-17 12:22:03 +01:00
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
Rémi Verschelde e1bcadd12d
Merge pull request #56804 from Calinou/ssr-add-max-roughness-cutoff
Add maximum roughness cutoff to SSR to improve performance
2022-12-15 09:20:29 +01:00
Rémi Verschelde 465d4c1d95
Merge pull request #70009 from clayjohn/glow-hq
Remove high quality glow as it is not any higher quality than regular glow
2022-12-13 23:32:15 +01:00
Rémi Verschelde fc517e6c89
Merge pull request #70003 from clayjohn/GLES3-cc
Various fixes and documentation for CanvasGroup
2022-12-13 23:31:43 +01:00
clayjohn bdd4001ef0 Various fixes and documentation for CanvasGroup
Properly apply custom materials with CanvasGroups in the GLES3 backend

Properly blur backbuffer when using a partial rect in forward_plus and
gl_compatibility renderers

Properly set fit_margin when clear_margin is set

Fix shader error during backbuffer clear in mobile renderer
2022-12-13 10:22:18 -08:00
clayjohn 5b5cd2b98b Remove high quality glow as it is not any higher quality than regular glow 2022-12-13 10:15:45 -08:00
Rémi Verschelde 83281e7a42
Merge pull request #69985 from clayjohn/mobile-rim
Ensure that rim lighting uses an exponent base greater than zero
2022-12-13 10:12:00 +01:00
clayjohn a062798b76 Ensure that rim lighting uses a exponent base greater than zero
This avoids the undefined behavior that happens if the base is zero and the exponent is zero
2022-12-12 13:41:28 -08:00
Hugo Locurcio 7745bd42a6
Add maximum roughness cutoff to SSR to improve performance
In a test scene with mixed rough and non-rough materials, this saves
upwards of 0.15 ms of GPU time with very little visual artifacting
(GTX 1080, 2560×1440).
2022-12-10 17:35:18 +01:00
clayjohn e6f8c8517c Fade out SSR with roughness so that it doesn't show at high roughness amounts 2022-12-09 12:59:51 -08:00
NumbuhFour 1b09fd5410 Implement CAMERA_VISIBLE_LAYERS as built-in shader variable 2022-12-03 22:41:27 -08:00
Rémi Verschelde daf168f4c8
Merge pull request #69522 from clayjohn/IBL-black-metal
Allow black metallic materials to reflect IBL
2022-12-03 12:46:30 +01:00
clayjohn 1e05dd3504 Allow black metallic materials to reflect IBL 2022-12-02 19:54:59 -08:00
clayjohn b2b89d7294 Properly remap roughness when reading from radiance map
This ensures that we consistently use perceptual roughness which matches the behaviour of most other PBR renderers like Blender, Ue4 and Godot 3
2022-12-02 15:39:20 -08:00
Rémi Verschelde 3a43d44656
Merge pull request #68830 from Ayush-singla27/issuebranch
fixed incorrect mesh normals in shaders
2022-11-20 11:35:52 +01:00
clayjohn 0e5a98cdd8 Fix drawing of 2D skeletons in the RD renderer.
Also clean up skeleton code in preparation for adding them to GLES3

Properly update Mesh2D AABBs when skeleton is updated
2022-11-18 23:36:40 -08:00