reduz
6fe342478b
Several GI related optimizations and fixes
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-SDFGI direct light is done over many frames
-SDFGI Changed settings for rays/frame
-SDFGI Misc optimizations
-SDFGI Bug fix on probe scroll
-GIProbe was not working, got it to work again
-GIProbe dynamic objects were not working, fixed
-Added a half size GI option.
2021-01-24 19:29:07 -03:00
reduz
099dee35f4
Added GPU based cluster builder
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Clustering is now GPU based, uses an implementation based on the Activision algorithm.
2021-01-19 23:31:06 +01:00
reduz
7008e3c6ea
Shader optimizations to reduce VGPR usage and increase occupancy
2021-01-19 23:31:02 +01:00
reduz
446618cf94
Change the light attenuation formulas.
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-Much better looking, physically based.
-Almost negligible extra cost.
2021-01-05 14:44:05 -03:00
reduz
5d2a1d7892
Rewrite render code to be more cache and thread friendly.
2021-01-05 08:50:18 -03:00
Hendrik Brucker
ec6fc059b7
fix inconsistent normal map shader variable naming
2021-01-04 14:08:01 +01:00
Marcel Admiraal
b4a190e0bc
Consistently use normal_map
2020-12-29 08:04:19 +00:00
reduz
7bf90c7888
Improved shadow rendering efficiency
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-Do not bind attributes that are not needed
-Improve a bit more how meshoptimizer interacts with Godot
2020-12-18 19:47:32 -03:00
reduz
2748b9a10d
Add support for low-end 3D rendering.
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-Reduce number of uniform sets from 6 to 4.
-Remove features in low end mode, in order to reduce the number of texture units fit to 16.
2020-12-07 20:50:57 -03:00