Commit Graph

454 Commits

Author SHA1 Message Date
Rémi Verschelde 5ecaa676cc Merge pull request #66317 from clayjohn/debanding-bug
Move deband to end of tonemapping.
2022-09-27 09:54:45 +02:00
clayjohn dbcc0fa2a6 Take FXAA samples from half-pixel coordinates to improve quality 2022-09-26 11:54:29 -07:00
Rémi Verschelde 5ae6379e5d Merge pull request #66394 from bitbrain/fix-unshaded-canvas-modulate
Fix Unshaded CanvasItem for Vulkan
2022-09-26 08:24:45 +02:00
Bastiaan Olij 56d6a13fd7 Make dependencies with shader includes in subfolders 2022-09-26 12:29:19 +10:00
Miguel Gonzalez Sanchez 125f0be8b7
do not apply modulate on canvas when unshaded is set 2022-09-25 12:13:46 +01:00
Miguel Gonzalez Sanchez 2047be4516
fix broken 2D light blending, addresses #49922 2022-09-24 20:13:12 +01:00
clayjohn fe69fedc1a Move deband to end of tonemapping.
This avoids artifacts when using adjustments and color correction
2022-09-23 11:46:40 -07:00
clayjohn 27a3014f50 Emulate double precision for regular rendering operation.
We calculate the lost precision on the CPU and pass it into the GPU
so that it can calculate an error-corrected version of the vertex position
2022-09-20 23:40:01 -07:00
Logan Lang e61d8b6f53 enabled ambient_light_disabled render mode flag 2022-09-19 17:12:32 -05:00
Bastiaan Olij 02ea1de7d0 Extract shared scene data into a separate class 2022-09-15 12:09:57 +10:00
Rémi Verschelde ecaa7b634e
Merge pull request #65322 from ceLoFaN/fix-dof-artifact-at-high-blur 2022-09-15 00:03:40 +02:00
Clay John f709596631
Merge pull request #65418 from JFonS/taa_multimesh
Add motion vectors support for MultiMeshInstance
2022-09-14 09:06:27 -07:00
clayjohn 8fa76a5272 Move debanding into internal sky shader code so that it is applied after everything else.
This ensures that the debanding does not scale with exposure or any other effect.
2022-09-13 10:39:04 -07:00
Rémi Verschelde 79b21e96ad
Merge pull request #65544 from clayjohn/lambert-wrap
Apply energy conservation to LAMBERT_WRAP diffuse mode by dividing by PI
2022-09-12 20:42:27 +02:00
clayjohn 97be1fb7b6 Apply energy conservation to LAMBERT_WRAP and TOON diffuse modes by dividing by PI 2022-09-12 08:45:40 -07:00
jfons 74cdee4cb5 Add motion vectors support for MultiMeshInstance
Transparently handle changes in multimesh transforms so they get reflected in the motion vectors buffer.
2022-09-12 15:28:12 +02:00
clayjohn 65f0113bc6 Properly scale SSR reflection based on metallic value for dielectric materials 2022-09-09 16:52:02 -07:00
ceLoFaN e844b95eaf Fix DoF artifacting at high blur amounts 2022-09-05 21:38:40 +03:00
Rémi Verschelde d63c6fc463 Merge pull request #60185 from Calinou/environment-fog-and-sky-affect 2022-09-01 23:52:34 +02:00
Hugo Locurcio 699e9f7966
Add Environment properties to control fog rendering on background sky
Values lower than 1.0 can be used to make the fog rendering not fully
obstruct the sky. This can be desired when using fog as a purely
atmospheric effect, without intending to use fog for open world fog
fading.

When set to 0.0, fog rendering behavior will be similar to Godot 3.x
where sky rendering was never affected by fog.
2022-09-01 19:07:39 +02:00
Bastiaan Olij 2cd84be64d Extracting render buffers and changing it to a more generic solution 2022-09-01 20:01:45 +10:00
clayjohn 385ee5c70b Implement Physical Light Units as an optional setting.
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.

In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-08-31 12:14:46 -07:00
Rémi Verschelde c40855f818
Merge pull request #65130 from BastiaanOlij/fix_mobile_signed_tangent
Fix vector type for signed tangent in mobile shader
2022-08-31 09:12:31 +02:00
Bastiaan Olij 708222bb9a Fix vector type for signed tangent in mobile shader 2022-08-31 16:35:54 +10:00
Hugo Locurcio 09bedcead4
Add a per-light volumetric fog energy property
Per-light energy gives more control to the user on the final result of
volumetric fog. Specific lights can be fully excluded from volumetric fog
by setting their volumetric fog energy to 0, which improves performance
slightly. This can also be used to prevent short-lived dynamic effects
from poorly interacting with volumetric fog, as it's updated over several
frames by default unless temporal reprojection is disabled.

Volumetric fog shadows now obey Light3D's Shadow Opacity property as well.

The shadow fog fade property was removed as it had little visible impact
on the final scene's rendering.
2022-08-30 20:03:38 +02:00
bruvzg bcc3643989
Add font LCD sub-pixel anti-aliasing support. 2022-08-23 08:47:21 +03:00
Rémi Verschelde 7b4927bb5f
Merge pull request #60309 from The-O-King/oct 2022-08-22 19:29:21 +02:00
Omar El Sheikh 61522d8491 Add Blendshape Support
Update the blendshape shader to decode/encode octahedral normals
2022-08-20 20:59:28 -07:00
Omar El Sheikh 78881b3cc3 Octahedral Normal/Tangent Compression
Implementation of Octahedral normal compression into Godot 4.0
2022-08-13 08:09:32 -07:00
clayjohn 7d6287f616 Properly scale depth in bokeh_dof effect so that setting distance to blur effect is accurate again 2022-08-12 16:39:05 -06:00
Rémi Verschelde 8734ef1f7a
Merge pull request #62547 from clayjohn/ref_vec_pbr 2022-08-08 10:18:32 +02:00
Hugo Locurcio baaa7503c7
Add a shadow opacity property to Light3D
This can be used to make shadows translucent for a specific light.

The light distance fade system also uses this to smoothly fade the shadow
when the light fade transition distance is greater than 0.
2022-08-07 11:06:32 +02:00
Hugo Locurcio d38671827b
Fade screen-space reflection towards inner margin
- Fade reflection towards inner margin and clip it at screen edges
  instead of external margin.
- Round edges of the fade margin if both are being cut off to prevent
  sharp corners.

Co-authored-by: puchik <puchik@users.noreply.github.com>
2022-08-03 01:55:42 +02:00
Rémi Verschelde bda2274969
Merge pull request #63627 from and-rad/vector-field-attractor-fix
Fix vector field particle attractor texture sampling
2022-08-02 07:13:04 +02:00
Rémi Verschelde 2cdef4d532
Merge pull request #63589 from RandomShaper/sdfgi_debug_pc
Keep SdfgiDebug shader's push constant size <= 128
2022-08-02 07:11:58 +02:00
Rémi Verschelde 677f565ce8
Merge pull request #63587 from clayjohn/specular-occlusion
Treat specular less than 0.02 as occlusion
2022-08-01 07:54:57 +02:00
clayjohn 0c65ed38a6 Treat specular less than 0.02 as occlusion
This is a very common hack used in almost all PBR renderers to allow removing specular contribution in dielectric materials
2022-07-31 15:45:21 -07:00
Hugo Locurcio 0e26fee3b7
Make Decal's `modulate` property affect emission color as well
This can be used to recolor special effects such as fake area fog
without having to create separate textures for each color.

- Improve the Decal class documentation.
2022-07-30 21:41:48 +02:00
Andreas Raddau dfc6035ce1 Fix vector field particle attractor texture sampling 2022-07-29 16:52:54 +02:00
Pedro J. Estébanez 278950f731 Keep SdfgiDebug shader's push constant size <= 128 2022-07-29 13:25:11 +02:00
Hugo Locurcio 4b42379c8f
Rename RenderingServer global shader uniform methods to be more explicit
The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
2022-07-28 18:46:59 +02:00
Bastiaan Olij bad5c659a4 Move Sky(RD) into environment
Move Fog logic from render scene render to fog
2022-07-26 10:19:40 +10:00
Rémi Verschelde 4f7bfacfcd
Merge pull request #62478 from BastiaanOlij/split_effects_20220628 2022-07-22 23:44:52 +02:00
luz paz 38aaaa3cf9 Fix various typos not caught by codespell
Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600
2022-07-21 07:38:23 -04:00
Bastiaan Olij eefcb5ed67 Move screen space effects into a separate class 2022-07-19 13:27:39 +10:00
Bastiaan Olij d139131aab Adding Variable Rate Shading support to Godot
Improve GI renderer and add VRS support
Implement render device has_feature and move subgroup settings to limit_get
2022-07-17 15:42:24 +10:00
Hugo Locurcio 0f18bd244e
Fix dead link in TAA resolve shader comment
Spartan Engine has recently removed its own internal TAA in favor
of FSR 2.0. The link has been changed to point to a fixed commit,
so the link will keep working as long as the repository exists.
2022-07-09 22:51:54 +02:00
Rémi Verschelde 6bbfd160b0 SCons: Properly track codegen script dependency for generated GLSL headers 2022-07-02 16:01:48 +02:00
clayjohn 93c82ab4b9 Evaluate specular reflections using specular dominant direction instead of assuming mirror reflections 2022-06-29 23:36:18 -07:00
Pedro J. Estébanez fc6ac4a155 Consider uniform writability part of the interface of the set 2022-06-27 21:56:18 +02:00
Bastiaan Olij 6224b00365 Moved cube_to_dp and cubemap logic into CopyEffects 2022-06-24 18:04:28 +10:00
Rémi Verschelde 051fb86fb0
Merge pull request #61221 from BastiaanOlij/split_gi_effects 2022-06-23 12:28:10 +02:00
Rémi Verschelde e21db7723a
Merge pull request #62286 from JFonS/taa_global_time 2022-06-22 16:59:08 +02:00
jfons 0f38e79617 Move TIME to a global shader variable
This makes it work consistently for motion vectors in all functions, including user-defined ones.
2022-06-22 12:24:37 +02:00
JFonS 9b4e07f866 Workaround MoltenVK shader conversion error 2022-06-22 11:58:50 +02:00
Bastiaan Olij 997810e417 Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
Rémi Verschelde 3a2b409c5a
Merge pull request #62106 from BastiaanOlij/eye_offset
Introduce eye_offset for correcting stereoscopic reflections
2022-06-18 10:40:57 +02:00
Bastiaan Olij b4821fe2e0 Introduce eye_offset for correcting stereoscopic reflections
Use view instead of vertex for reflections.
2022-06-17 19:39:34 +10:00
Hugo Locurcio 787a1e006b
Fix glow in Mix mode not working correctly when FXAA is enabled
Glow must be performed after FXAA to ensure correct appearance.
2022-06-15 22:23:56 +02:00
jfons 36382ab7eb Workaround MoltenVK error found in TAA implementation 2022-06-09 16:40:00 +02:00
jfons ba832d83b2 Initial TAA implementation
Initial TAA support based on the implementation in Spartan Engine.

Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations.
2022-06-07 13:14:44 +02:00
clayjohn 06f356d41e Add and improve license attribution for SSAO and SSIL shader code 2022-05-31 09:42:50 -07:00
Hugo Locurcio e85459dcd1
Add Cone and Cylinder shapes to FogVolume
This complements the existing Ellipsoid and Box local fog shapes.

This can be used to represent a light cone coming from a SpotLight.
2022-05-25 12:35:53 +02:00
Rémi Verschelde a53434639f
Merge pull request #61214 from somnathsarkar/particle-attractor-fix
Fix GPUParticles3D disappearance at attractor origins
2022-05-21 08:48:36 +02:00
Somnath Sarkar 99911bfa79 Fix GPUParticles3D disappearance at attractor origins 2022-05-20 19:56:32 -04:00
Windy Darian a3e016e07e Fix normal and tangent blending in blend shapes 2022-05-20 07:59:45 -04:00
Yuri Rubinsky 5322b171de Fix tonemapper shader to correctly apply alpha channel 2022-05-18 06:43:07 +03:00
clayjohn 600d8105d8 Fix custom irradiance bug in Vulkan mobile renderer 2022-05-16 11:57:41 -07:00
Somnath Sarkar 52aeaf5d16 Fix computation of screen_uv 2022-05-16 00:00:01 -04:00
Bastiaan Olij 9939cfc4c4 Split out bokeh_dof and copy effects 2022-05-11 11:08:56 +10:00
Bastiaan Olij 3b2267ba6d Splitting tonemapper into its own class 2022-04-28 15:00:30 +10:00
bruvzg be611c1c05
Implement Label3D node.
Add "generate_mipmap" font import option.
Add some missing features to the Sprite3D.
Move BiDi override code from Control to TextServer.
Add functions to access TextServer font cache textures.
Add MSDF related flags and shader to the standard material.
Change standard material cache to use HashMap instead of Vector.
2022-04-22 12:08:46 +03:00
Hugo Locurcio 1a41a177e4
Use less blur for distant directional shadow splits
This makes the transition between shadow splits less noticeable,
specially when the expensive Blend Splits property is disabled.
2022-04-11 19:37:49 +02:00
jfons e69d762dd0 Add color pass flags to Forward Clustered renderer
This commit removes a lot of enum values related to the color render pass in favor of a new flag-bases approach. This means instead of hard-coding all the possible option combinations into enums, we can write our logic by checking a bit-mask.

The changes in rendering_device_vulkan.cpp add support for unused attachments. That means RenderingDeviceVulkan::framebuffer_create() can take null RIDs in the attachments vector, which will result in VK_ATTACHMENT_UNUSED entries in the render pass.

This is used in this same PR to establish fixed locations for the color pass attachments (only color and separate specular so far, but TAA will add motion vectors as well). This way the attachment locations in the shader can stay the same regardless of which attachments are actually used.

Right now all the combinations of flags are generated, but we will need to add a way to limit the amount of combinations in the future.
2022-04-01 12:12:49 +02:00
nevarek cc196393e3 Fix shader undefined variable 2022-03-25 01:40:04 -07:00
nevarek 7543e22358 Add inverse projection matrix to fragment shader globals 2022-03-18 20:44:51 -07:00
Yuri Roubinsky 0d9aecd967 Rename several transform built-ins in shaders 2022-03-18 12:10:55 +03:00
Rémi Verschelde cfd21adf64
Merge pull request #49092 from BastiaanOlij/multiview_clustered
Add multiview support to the clustered forward renderer
2022-03-16 00:17:57 +01:00
snowapril b6f72f2b4a Fix D_GGX code which can cause divide-by-zero val
When given roughness is lower than 0.01, d value in original code will
be zero. This can make last return value as NAN because of
divide-by-zero. This is well addressed in issue #56373.

Modified code is referenced on D_GGX function of google/filament
(https://github.com/google/filament/blob/main/shaders/src/brdf.fs#L54-L79)

Signed-off-by: snowapril <sinjihng@gmail.com>
2022-03-14 13:25:05 +09:00
Rémi Verschelde 7ed8d52fb2
Merge pull request #58819 from vreon/fix-eyedir-z
Fix flipped EYEDIR.z in sky shaders
2022-03-13 00:55:32 +01:00
Jesse Dubay d437355f55 Sky renderer: Only flip Z when calculating panorama_coords 2022-03-08 19:51:43 -08:00
Rémi Verschelde 1561737055
Merge pull request #49447 from Calinou/remove-shadow-color-property
Remove unused `shadow_color` property from Light3D
2022-03-08 07:48:05 +01:00
Jesse Dubay 80345f7d4e Fix flipped EYEDIR.z in sky shaders 2022-03-05 17:49:32 -08:00
Priyansh Rathi 8c37cfa5bb
use the computed value ambient_accum for ambient_light in scene_forward_mobile.glsl 2022-03-05 14:24:40 +05:30
Hugo Locurcio aea104deb7
Remove unused `shadow_color` property from Light3D
This shadow color property was no longer effective since the shaders
were optimized to improve occupancy.
2022-03-04 23:12:18 +01:00
Bastiaan Olij e4b7a69bb6 Add multiview/stereoscopic rendering support to the clustered forward renderer 2022-03-03 20:06:14 +11:00
Rémi Verschelde 0036a41a10
Revert "Fix particle trail glitch" 2022-03-01 20:16:10 +01:00
floppyhammer 1675c5375e Fix particle trail glitch 2022-02-26 13:53:06 +08:00
Darryl Ryan 3ce5cceef9 Filament specular fix. Clamp dot product between normal and view vectors. Fixes #58459. 2022-02-23 18:16:52 +00:00
Bastiaan Olij a78a9fee71 Implementing OpenXR driver 2022-02-23 12:02:24 +01:00
clayjohn fe49244611 Use Filament specular models and parametrization 2022-02-22 19:39:41 -08:00
floppyhammer 0d5472dd1a Fix GPUParticles2D emission offset in global coords 2022-02-22 17:50:01 +08:00
clayjohn 2da35d2b94 Fix shader compilation error with anisotropy 2022-02-21 22:58:33 -08:00
Rémi Verschelde e1b8a86b2b
Merge pull request #58177 from clayjohn/VULKAN-prefiltered-radiance 2022-02-17 17:53:42 +01:00
clayjohn 48728a79b6 Use prefiltered radiance 2022-02-16 21:37:18 -08:00
Rémi Verschelde b8b4580448
Style: Cleanup single-line blocks, semicolons, dead code
Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
2022-02-16 14:06:29 +01:00
reduz 4f73d3beb4 Add Particle Shader Userdata
* Adds optional vec4 USERDATA1 .. USERDATA6 to particles, allowing to store custom data.
* This data is allocated on demand, so shaders that do not use it do not cost more.
2022-02-15 19:20:31 +01:00
Rémi Verschelde 18d6b75ba8
RendererRD: Remove binding specifier for push constants
This is unsupported and glslang made it raise an error in 11.7.0:
https://github.com/KhronosGroup/glslang/pull/2810

Co-authored-by: Clay John <claynjohn@gmail.com>
2022-02-11 18:42:32 +01:00
Bartłomiej Dusak 38423565e4 remove normal_to_panorama from spotlight projector 2022-02-09 23:47:44 +01:00
Rémi Verschelde a6abeb6b20
Merge pull request #57682 from clayjohn/VULKAN-canvas-blur 2022-02-07 10:16:50 +01:00
Rémi Verschelde 3ae38edc8e
Merge pull request #56844 from Calinou/ssr-fix-background-line-master
Fix visible background line in intersections in screen-space reflections
2022-02-06 23:22:15 +01:00
clayjohn 60d8df3fee Optimize and fix backbuffer gaussian blur 2022-02-05 15:03:39 -08:00
Rémi Verschelde 58324f4df8
Merge pull request #54574 from Ansraer/glow_map 2022-01-26 13:39:51 +01:00
Rémi Verschelde 7e3b92f81f
Merge pull request #55360 from Calinou/rename-bake-mode-properties 2022-01-20 17:35:32 +01:00
Ansraer 90652b1755 add support for glow maps 2022-01-20 16:47:25 +01:00
Hugo Locurcio d6c7d4ab5d
Fix visible background line in intersections in screen-space reflections
Adjusting the step grading by one resolves the issue without affecting
performance or introducing adverse artifacts.
2022-01-16 18:08:07 +01:00
luz paz 858bcd5058 Fix various typos
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inh,inout,leapyear,lod,nd,numer,ois,ony,paket,ro,seeked,sinc,switchs,te,uint,varn,vew`
2022-01-13 23:20:01 -05:00
Rémi Verschelde e976cd0b29
Merge pull request #56208 from williamd67/GPULightmapper-sky-upside-down 2022-01-05 10:51:19 +01:00
Yuri Roubinsky 5123ffe4a7 Fix `world_vertex_coords` render mode usage in the shaders 2022-01-04 17:06:12 +03:00
Rémi Verschelde 7f66c16c03
Merge pull request #51206 from clayjohn/Vulkan-ASSGI 2022-01-04 10:00:17 +01:00
Rémi Verschelde 34de6d16aa
Merge pull request #54409 from clayjohn/VULKAN-glow-flicker 2022-01-04 09:59:07 +01:00
Rémi Verschelde 370f0a162d
Merge pull request #55424 from Calinou/voxelgi-remove-unused-struct-fields
Remove unused struct fields in VoxelGIData
2022-01-04 09:50:00 +01:00
Rémi Verschelde a97889abe4
Merge pull request #55422 from Calinou/gi-shader-remove-unused-define
Remove unused code in GI shaders
2022-01-04 09:49:42 +01:00
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
William Deurwaarder 246fbd5442 GPULightmapper: cube to panorama copy function flip y based on flag
Cube to panorama copy function unconditionally flipped y, while other copy functions flipped y base on FLAG_FLIP_Y. Condition is added.
2021-12-24 00:47:42 +01:00
Hugo Locurcio e962900f23
Rename and reorder bake mode properties for consistency
The order now goes from least to most computationally expensive:

- Disabled
- Static
- Dynamic
2021-12-14 12:01:12 +01:00
Hendrik Brucker 1da732af35 Fix volumetric fog in combination with spotlights 2021-12-08 22:17:09 +01:00
Hugo Locurcio 36106dba3b
Remove unused struct fields in VoxelGIData
This reduces the struct size from 112 bytes to 96 bytes.
2021-11-28 23:09:51 +01:00
Hugo Locurcio 0beacf2ce8
Remove unused code in GI shaders 2021-11-28 22:58:54 +01:00
bruvzg b7e6e50dd2
[macOS / iOS] Use non atomic operation to store facing bits on MoltenVK. 2021-11-25 12:43:45 +02:00
Rémi Verschelde 547c270777
Merge pull request #51679 from Je06jm/fsr
AMD FidelityFX Super Resolution
2021-11-24 22:34:48 +01:00
bruvzg 5e0a034524
[macOS / iOS] Use storage buffers instead of unsupported images for the volumetric fog on MoltenVK. 2021-11-24 09:16:16 +02:00
Je06jm 20deb0917d Implemented AMD's FSR as a computer shader for upscaling 3D scenes 2021-11-23 14:16:03 -07:00
jfons 4c4b6620a0 Fix Depth-Prepass transparency mode
Add mising bits of implementation and ensure depth-prepass objects are
only rendered in the transparency pass.
2021-11-18 12:49:46 +01:00
Rémi Verschelde c30aa372ca
Merge pull request #55029 from clayjohn/VULKAN-SRGB
Add SHADER_IS_SRGB define to Vulkan renderer
2021-11-17 08:46:23 +01:00
clayjohn 358820c4b7 Fix SRGB conversions in Vulkan Renderer 2021-11-16 20:56:13 -08:00
Yuri Roubinsky df3b42411d Fix broken light_compute in mobile renderer 2021-11-13 17:24:31 +03:00
Yuri Roubinsky a45ae7b1c7 Fix shader crashing when using `ALBEDO` or `ALPHA` in light function 2021-11-11 11:59:30 +03:00
clayjohn 0eff109a21 Added SSIL post processing effect 2021-11-06 12:43:19 -07:00
clayjohn 4d1d2b3900 Weight glow samples to reduce fireflies 2021-10-29 21:41:57 -07:00
jfons 6db13d3231 Fix instance index in forward clustered shader 2021-10-30 02:53:09 +02:00
clayjohn 1b2cd9f251 Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog
Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
2021-10-28 22:02:23 -07:00
Rémi Verschelde f7d852b532
Merge pull request #54350 from akien-mga/clang-format-dont-align-operands 2021-10-28 17:10:52 +02:00
Rémi Verschelde e2deec67b9
Merge pull request #54222 from JFonS/instance-fade 2021-10-28 16:05:55 +02:00
Rémi Verschelde 3a6be64c12
clang-format: Various fixes to comments alignment from `clang-format` 13
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-28 15:43:36 +02:00
Rémi Verschelde 3b11e33a09
clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 15:19:35 +02:00
Joan Fons 95bc9c40d9 Fix shadow disabling on mobile renderer 2021-10-26 15:37:22 +02:00
jfons c46d1ea2b2 Fix shadow disabling settings
Fixes the SHADOW_CASTING_SETTING_OFF setting in
GeometryInstance3D and the "shadows_disabled" render
mode in spatial materials, which were not working
before.
2021-10-25 16:11:32 +02:00
JFonS c571e4a7f4 Implement distance fade and transparency
The built-in ALPHA in spatial shaders comes pre-set with a per-instance
transparency value. Multiply by it if you want to keep it.

The transparency value of any given GeometryInstance3D is affected by:
   - Its new "transparency" property.
   - Its own visiblity range when the new "visibility_range_fade_mode"
     property is set to "Self".
   - Its parent visibility range when the parent's fade mode is
     set to "Dependencies".

The "Self" mode will fade-out the instance when reaching the visibility
range limits, while the "Dependencies" mode will fade-in its
dependencies.

Per-instance transparency is only implemented in the forward clustered
renderer, support for mobile should be added in the future.

Co-authored-by: reduz <reduzio@gmail.com>
2021-10-25 11:39:34 +02:00
Hugo Locurcio e87ec8ec17
Add Soft Very Low shadow quality mode for 3D
This can be used to improve 3D shadow rendering quality at little
performance cost. Unlike the existing Hard setting which is limited
to variable shadow blur only, it works with both fixed blur and
variable blur.
2021-10-21 18:34:26 +02:00
Rémi Verschelde 85a8939fa2
Merge pull request #53790 from briansemrau/remove-distant-shadowy-void 2021-10-19 15:17:09 +02:00
Brian Semrau e9f1b0a0b2 Remove incorrect fog height density remapping 2021-10-14 16:09:45 -04:00
Brian Semrau 4fefd7cddd Fix several issues with directional shadows
- Internally disable blend splits in orthogonal directional shadow mode
- Fix soft shadows ignoring fade and blend_splits
- Fix soft shadow edge stability
2021-10-14 11:44:32 -04:00
Brian Semrau a62e240260 Fix the height fog effect 2021-10-14 04:08:39 -04:00
Yuri Roubinsky db2ee03fff Fix shader crash on using METALLIC and ROUGHNESS built-ins in light func 2021-10-11 13:35:53 +03:00
Hugo Locurcio 265bae824f
Remove unimplemented `Environment.ambient_light_occlusion_color` property
This property was intended to provide a way to have SSAO or VoxelGI
ambient occlusion with a color other than black. However, it was
dropped during the Vulkan renderer development due to the performance
overhead it caused when the feature wasn't used.
2021-10-07 17:47:52 +02:00
Manuel Dun 485eac3d3f radial fog fix 2021-09-29 15:49:59 -04:00
Rémi Verschelde 078bdef7e9
Merge pull request #51939 from clayjohn/VULKAN-horizon-so-fix
Compute horizon SO threshold before transformation
2021-09-13 11:44:42 +02:00
Endri Lauson 065d13eddc Replace ACES tonemapper with a high quality one 2021-09-07 19:46:02 -03:00
Bastiaan Olij fbac863bfb Add source rectangle to blit 2021-08-29 14:57:16 +10:00
K. S. Ernest (iFire) Lee 90a35dac48
Merge pull request #51908 from bruvzg/msdf_fonts2
Make FontData importable resource. Add multi-channel SDF font rendering.
2021-08-27 08:51:37 -07:00
Juan Linietsky 712bcf564f
Merge pull request #52092 from Calinou/voxelgi-remove-anisotropic-leftovers
Remove leftovers of anisotropy in the VoxelGI shader code
2021-08-27 12:22:57 -03:00
bruvzg 4c3f7d1290 Makes FontData importable resource.
Adds multi-channel SDF font texture generation and rendering support.
Adds per-font oversampling support.
Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading.
Adds BMFont binary format and outline support.
2021-08-27 15:43:18 +03:00
Bastiaan Olij 6e87d62873
Merge pull request #50883 from BastiaanOlij/mobile_hdr
Scale color output in the mobile renderer to provide HDR support
2021-08-26 11:23:22 +10:00
Hugo Locurcio 6a6c0890c2
Remove leftovers of anisotropy in the VoxelGI shader code
Anisotropy support was removed when VoxelGI was reworked as it was
too demanding on the GPU.
2021-08-25 10:23:28 +02:00
Max Hilbrunner 583b6a594a
Merge pull request #51971 from aaronfranke/https
Replace HTTP URLs with HTTPS for sites with HTTPS versions
2021-08-23 15:58:54 +02:00
Bastiaan Olij d22163c657 Scale color output in the mobile renderer to provide HDR support 2021-08-23 15:30:36 +10:00
Bastiaan Olij 2d446771d6
Merge pull request #51980 from BastiaanOlij/fix_multiview_tonemap
Fix multiview defines in tonemap shader
2021-08-23 12:02:18 +10:00
Aaron Franke ae1702bee5
Replace HTTP links with HTTPS for sites with HTTPS versions 2021-08-22 20:13:11 -05:00
Duarte David 7e94c583e0 Fixed non-uniform scaling of normals 2021-08-22 19:28:18 +01:00
Bastiaan Olij 74a647bddd Fix multiview defines in tonemap shader 2021-08-22 21:30:58 +10:00
clayjohn bccc4cd735 Compute horizon so threshold before transformation 2021-08-20 19:27:52 -07:00
jfons 55e7832d7b Improvements to SpotLight3D and OmniLight3D's shadows
OmniLight3D:
* Fixed lack of precision in cube map mode by scaling the projection's
  znear.
* Fixed aliasing issues by making the paraboloids use two square regions instead of two half
  squares.
* Fixed shadowmap atlas bleeding by adding padding.
* Fixed sihadow blur's inconsistent radius and unclamped sampling.

SpotLight3D:
* Fixed lack of precision by scaling the projection's znear.
* Fixed normal biasing.

Both:
* Tweaked biasing to make sure it works out of the box in most situations.
2021-08-19 13:46:51 +02:00
reduz 700f9d916d More fixes to mobile renderer
* Specify all precision qualifiers
* Makes renderer work on Adreno Vulkan
2021-08-18 12:20:19 -03:00
Juan Linietsky d5a30431b9
Merge pull request #51635 from reduz/further-mobile-optimizations
More optimizations on the mobile renderer.
2021-08-16 14:50:52 -03:00
Rémi Verschelde 4e1d91f4d3
Merge pull request #50998 from BastiaanOlij/single_bokeh_dof_raster
Rewrote raster DOF shader to using BOKEH
2021-08-14 14:44:23 +02:00
reduz cfac8972e1 More optimizations on the mobile renderer.
* Specialization constants used to disable anything not needed to draw
* Added softshadow and projector support on mobile.

This new approach ensures mobile shaders are smaller and more efficient, but relies on more pipeline versions compiled on demand.
As a result, random stalls can ocur like in Godot 3.x. These will be solved by using background compilation and fallbacks eventually (but needs to be tested first).
2021-08-13 14:30:59 -03:00
Rémi Verschelde e499758a77
Merge pull request #51025 from reduz/fix-directional-shadow-bias
Fix directional shadow bias
2021-08-13 16:45:49 +02:00
Bastiaan Olij 07fd559478 Implemented raster versions of bokeh shaders to replace broken gaussian implementation 2021-08-13 10:20:14 +10:00
Rémi Verschelde 62047e4e48
Merge pull request #51486 from reduz/fixes-to-mobile-renderer
Fixes and optimizations to mobile renderer
2021-08-11 15:19:11 +02:00
clayjohn a7c3e0dcd6 Use f0 instead of albedo in blinn and phong 2021-08-10 21:54:24 -07:00
reduz ca117910da Fixes and optimizations to mobile renderer
* Only apply final actions to attachments used in the last pass.
* Fixes to draw list final action (was using continue instead of read/drop).
* Profiling regions inside draw lists now properly throw errors.
* Ability to enable gpu profile printing from project settings. (used to debug).
2021-08-10 23:17:28 -03:00
Rémi Verschelde afb40920fe
Merge pull request #51411 from clayjohn/VULKAN-blinn-phong
[4.0] Make Blinn and Phong specular modes take albedo into account
2021-08-10 21:11:48 +02:00
Rémi Verschelde 51b4df72a7
Merge pull request #51436 from Calinou/tonemap-clamp-negative-colors
Clamp negative colors regardless of the tonemapper to avoid artifacts
2021-08-10 09:56:11 +02:00
Rémi Verschelde 56f17d925f
Merge pull request #51417 from clayjohn/Vulkan-horizon-so
Add horizon specular occlusion
2021-08-10 09:56:02 +02:00
clayjohn fa962ff27d Make Blinn and Phong specular modes PBR 2021-08-09 20:09:00 -07:00
Hugo Locurcio 57451f132f
Clamp negative colors regardless of the tonemapper to avoid artifacts
Color artifacts could be visible when using negative lights with the
Filmic and ACES tonemapping operators, as these did not clamp negative
colors.
2021-08-09 17:01:07 +02:00
Rémi Verschelde 85399a9170
Merge pull request #51155 from Chaosus/shader_fix_specular_mode
Fix a default shader specular render mode to `SCHLICK_GGX`
2021-08-09 08:13:47 +02:00
clayjohn 7bdea93497 Add horizon specular occlusion 2021-08-08 19:43:48 -07:00
Bastiaan Olij b920bf05a4 Use subpasses to do 3D rendering and resolve in mobile renderer 2021-08-06 23:43:26 +10:00
Yuri Roubinsky 47a6bb2f28 Fix a default shader specular render mode to (`SCHLICK_GGX`/`BLINN`) 2021-08-06 16:01:58 +03:00
Bastiaan Olij c76426527b Porting cubemap compute shaders to raster for the mobile renderer 2021-08-01 21:22:38 +10:00
reduz 55d357b1eb Fix directional shadow bias
* Simplified code a lot, bias based on normalized cascade size.
* Lets scale cascades, max distance, etc. without creating acne.
* Fixed normal biasing in directional shadows.

I removed normal biasing in both omni and spot shadows, since the technique can't be easily implemented there.
Will need to be replaced by something else.
2021-07-29 13:51:32 -03:00
luz paz 5cf3bed0c8 Fix various typos
Follow-up typos found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-25 07:18:25 -04:00
Rémi Verschelde 2f221e5fd5
Merge pull request #50250 from luzpaz/typos
Fix various typos
2021-07-25 12:38:58 +02:00
Rémi Verschelde 2a8a59eac0
Merge pull request #50644 from BastiaanOlij/mobile_compute_to_fragment 2021-07-25 11:58:11 +02:00
luz paz 3564c16cb8
Fix various typos with codespell
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-25 11:21:51 +02:00
Bastiaan Olij 1f69582835 Use fragment shader instead of compute shader for effects for mobile renderer 2021-07-25 13:58:21 +10:00
reduz 9293bc3935 Implement more rendering options as specialization constants
* Shadow quality settings now specialization constant.
* Decal and light projector filters can be set.
* Changing those settings forces re-creation of the pipelines.

These changes should help improve performance related to shadow mapping, and allows improving performance by sacrificing decal and light projector quality.
2021-07-19 21:51:29 -03:00
reduz 76e25438c9 Fixes to forward mobile
* use valid format for framebuffer: VK_FORMAT_A2B10G10R10_UNORM_PACK32
* Unfortunately cant be used for compute.
* Mobile will need to do refprobe, sky, mipmapblurring using raster.
2021-07-15 21:05:58 -03:00
reduz ad9f606ed8 Use specialization constants in clustered renderer
* Keep track of when projector, softshadow or directional sofshadow were enabled.
* Enable them via specializaton constant where it makes sense.
* Re-implements soft shadows.
* Re-implements light projectors.
2021-07-12 20:33:52 -03:00
reduz 7f6027927a Fix Subsurface Scattering
* Works again
* Transmittance also works again
* Removed the curve patamter, exp() function is good enough.
2021-07-05 17:17:45 -03:00
reduz 0e366dc7ac Fix SSR
* Was broken at some point long time ago, this restores it.
2021-07-03 23:32:34 -03:00
reduz 37776b2867 Clean up RenderingServer and its bindings
* Rewrote bindings for RenderingServer.
* They are now all up to date.
* Several unused methods and deprecated features were cleaned up.
2021-07-01 09:07:36 -03:00
reduz d55ebc3a5d Fix non uniform scaling in 3D objects
* Flag was there, but not implemented.
* Fixed issue with base flags not being initialized.
2021-06-29 11:45:59 -03:00
Gilles Roudière ccbf31685d Fixes Mesh2D drawn without modulation 2021-06-23 17:38:31 +02:00
Kodi 69e1f25299 Fix typo in CUSTOM_IRRADIANCE calculations 2021-06-15 15:17:00 -04:00
Bastiaan Olij 15c1a76361 Add stereoscopic rendering through multiview 2021-06-13 22:52:20 +10:00
reduz ce783689f8 Make shader compiler again after roughness limiter fix
Fix shader compilation error after merging #49549
2021-06-12 21:40:51 -03:00
clayjohn 9a5e00be6f Fix roughness limiter derivative 2021-06-12 17:02:05 -07:00
Yuri Roubinsky 5d5400a3b1 Fix shader compilation with render_mode: `specular_phong` 2021-06-09 08:38:03 +03:00
Yuri Roubinsky 4daca0b580 Removes deleted OrenNayar mode from shaders and materials 2021-06-08 15:50:40 +03:00
reduz 32625145c8 Rename GI Classes
* GIProbe is now VoxelGI
* BakedLightmap is now LightmapGI

As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
2021-06-05 09:28:56 -03:00
reduz 789713b008 Support for 2D particles to collide against SDF
-Added SDF collision support for 2D particles
-Changed the SDF generation to be fully signed
2021-05-23 16:43:36 -03:00
Rémi Verschelde 4219a4cb6f
Fix typos with codespell
Using codespell 2.0.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2021-05-20 12:38:56 +02:00
Bastiaan Olij 02980be834 Implementing blit shader with versions 2021-05-12 22:52:28 +10:00
reduz 479391ef54 Fixes missng 2D engine bits
-Mesh2D now works
-MultiMesh2D now works
-Polygon2D now works
-Added hooks for processing 2D particles
-Skeleton2D now works

2D particles still not working, but stuff needed for it is now implemented.
2021-05-11 11:21:36 -03:00
jfons 6995b0429c Assorted fixes to UV unwrapping and GPU lightmapper
Various fixes to UV2 unwrapping and the GPU lightmapper. Listed here for
context in case of git blame/bisect:

* Fix UV2 unwrapping on import, also cleaned up the unwrap cache code.
* Fix saving of RGBA images in EXR format.
* Fixes to the GPU lightmapper:
	- Added padding between atlas elements, avoids bleeding.
	- Remove old SDF generation code.
	- Fix baked attenuation for Omni/Spot lights.
	- Fix baking of material properties onto UV2 (wireframe was
	  wrongly used before).
	- Disable statically baked lights for objects that have a
	  lightmap texture to avoid applying the same light twice.
	- Fix lightmap pairing in RendererSceneCull.
	- Fix UV2 array generated from `RenderingServer::mesh_surface_get_arrays()`.
	- Port autoexposure fix for OIDN from 3.x.
	- Save debug textures as EXR when using floating point format.
2021-05-03 18:10:34 +02:00
Bastiaan Olij 58ff0dac1a Create mobile renderer 2021-05-03 21:54:11 +10:00
reduz 90056460ad Implement Particle Trails
-Enable the trails and set the length in seconds
-Provide a mesh with a skeleton and a skin
-Or, alternatively use one of the built-in TubeTrailMesh/RibbonTrailMesh
-Works deterministically
-Fixed particle collisions (were broken)
-Not working in 2D yet (that will happen next)
2021-04-30 17:38:02 -03:00
Bastiaan Olij ebf10fe736 Fix reflection probe 2021-04-21 23:42:29 +10:00
reduz 906882ee66 Split particle shader entry points
* Particle shaders now have start() and process()
* Particle collision happens between them.
* The RESTART property is kept, so porting an old shader is still possible.

This fixes the problem of particle collisions not functioning on the first particle frame.
2021-04-17 12:22:55 -03:00
reduz d3b49c416a Refactor GLSL shader compilation
-Used a more consistent set of keywords for the shader
-Remove all harcoded entry points
-Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization.
-Entry point for sky shaders is now sky().
-Entry point for particle shaders is now process().
2021-04-14 11:37:52 -03:00
Bastiaan Olij 71c5d73b5e Remove low_end option from renderer, being replaced by separate implementation 2021-04-09 22:04:56 +10:00
Bastiaan Olij e93c9fc4ed As GLSLang seems to be all or nothing, added our own defines 2021-03-31 21:47:25 +11:00
Bastiaan Olij 7f63c9e7c9 Changed SCsub for shaders to find shaders automatically and create dependencies with include files 2021-03-18 12:59:47 +11:00
Bastiaan Olij a895844c82 Renaming RendererSceneRenderForward to RendererSceneRenderForwardClustered so we can introduce RendererSceneRenderForwardMobile 2021-03-10 22:34:50 +11:00
Clay John 32dec4accd
Merge pull request #45326 from clayjohn/VULKAN-ign-shadows
Use Interleaved gradient noise for shadow samples
2021-02-18 13:17:41 -08:00
Kayomn fa8a47e1bf Fix math error in blend shape application tolerance 2021-02-17 10:30:29 +01:00
Rémi Verschelde e9a25b8552
Merge pull request #45859 from Kayomn/master
Accomodate blend shape ranges of -1 to +1 for Vulkan
2021-02-12 09:26:14 +01:00
Kayomn ca945421a0 Accomodate blend shape ranges of -1 to +1 2021-02-09 23:09:54 +00:00
reduz 3e2281a347 Improve SDFGI indirect light feedback loop
-Use occlusion for feedback, further reduces light leaking.
-More control on feedback, now its a slider.
2021-02-07 21:30:12 -03:00
jfons 99e1ce0690 Invert spotlight angle attenuation
Inverted the spotlight angle attenuation so a higher value results in
a dimmer light, this makes it more consistent with the distance
attenuation.

Also changed the way spotlighs are computed in SDFGI
and GIPorbes and GPU lightmapper, now it matches the falloff used in the scene rendering
code.
2021-02-07 20:10:33 +01:00
Rémi Verschelde 7a60c45671
Merge pull request #45786 from reduz/fix-sdfgi-radeon
Fixed an SDFGI reflections bug in Radeon
2021-02-07 12:24:07 +01:00
reduz c4daf1c4ba Fixed a SDFGI reflections bug in Radeon
-Code was using too many conditionals.
-Rewrote it to use less and it now works fine.
2021-02-07 07:33:41 -03:00
jfons 9c6b081ab1 Fix volumetric fog for SpotLights
The code for spot lights was referencing the omni light list. Most
likely a copy-paste mistake :)
2021-02-07 03:38:09 +01:00
reduz d0cc899398 Fix SDFGI bug after previous optimization.
Was causing arctifacts, should be good now.
2021-02-06 18:49:10 -03:00
reduz 8faf23b52b Simplify Volumetric Fog
-Always use temporal reproject, it just loos way better than any other filter.
-By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance.
-Disadvantage of temporal reproject is update latency so..
-Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency.
2021-02-06 15:08:21 -03:00
Lyuma 780e761dbc Fix mismatched define in scene_forward.glsl for POSITION override 2021-02-05 13:09:33 -08:00
reduz 7997544af5 Added temporal reprojection to Volumetric Fog
-It's an option, just enable it
-Just works, don't have to do anything else.
2021-02-05 10:52:54 -03:00
reduz 33278b0721 Fixes to get Godot running again on Intel IGP
-Fixed strange bug with shadowed instance_param (this should not have worked anywhere, odd..)
-Cleaned up barrier usage further.
2021-02-05 00:02:06 -03:00
reduz f20999f6fe Rewrote how barriers work for faster rendering
-Added more finegrained control in RenderingDevice API
-Optimized barriers (use less ones for thee same)
-General optimizations
-Shadows render all together unbarriered
-GI can render together with shadows.
-SDFGI can render together with depth-preoass.
-General fixes
-Added GPU detection
2021-02-04 09:42:28 -03:00
reduz 280f334f81 Reorganize RenderingDevice barriers
-Removed sync to draw, now everything syncs to draw by default.
-Fixed many validation layer errors.
-Added support for VkImageViewUsageCreateInfo to fix validation layer warnings.
-Texture, buffer, raster and compute functions now all allow spcifying which barriers will be used.
2021-01-26 10:24:12 -03:00
reduz a9beb7aa8c Shadow map rendering optimization
-All shadow rendering is done with raster now (no compute)
-All shadow rendering is done by rendering directly to the shadow atlas
-Improved how buffer clearing is done to optimize the above.
-Ability to set shadows as 16 bits.
2021-01-24 20:17:28 -03:00
reduz 6fe342478b Several GI related optimizations and fixes
-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
clayjohn 561de937b1 Use Interleaved gradient noise for shadow samples 2021-01-21 07:47:01 -08:00
reduz 099dee35f4 Added GPU based cluster builder
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
Yuri Roubinsky ef941a6500 Renamed `emit_particle` to `emit_subparticle` shader function 2021-01-12 09:41:08 +03:00
Yuri Roubinsky fdfddbdc3c Fix LIGHT compilation for canvas shader 2021-01-09 23:22:59 +03:00
reduz 446618cf94 Change the light attenuation formulas.
-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
reduz 9a2f18f8e7 Reorganize renderer code.
So it can hopefully be made more cache efficient afterwards.
2021-01-05 08:50:18 -03:00
Rémi Verschelde 00f5ea2ed2
Merge pull request #44842 from clayjohn/VULKAN-SSAO-2
SSAO renames and move push constant binding
2021-01-04 23:03:54 +01:00
Hendrik Brucker ec6fc059b7 fix inconsistent normal map shader variable naming 2021-01-04 14:08:01 +01:00
clayjohn 0015260c4b SSAO cleanup and fixes 2021-01-03 21:32:22 -08:00
Marcel Admiraal b4a190e0bc Consistently use normal_map 2020-12-29 08:04:19 +00:00
clayjohn 34cfe1cc40 Cleanup leftover functions from adding SSAO 2020-12-26 16:33:07 -08:00
clayjohn 44f8922305 Port ASSAO to Godot to replace SAO 2020-12-21 23:08:59 -08:00
reduz 7bf90c7888 Improved shadow rendering efficiency
-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