clayjohn
e75900e1ad
Calculate pixel snap in canvas space instead of world space
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This ensures that you are actually snapping to pixels in the viewport and not an arbitrary amount
2024-09-20 17:43:33 -07:00
Thaddeus Crews
b37fc1014a
Style: Apply new `clang-format` changes
2024-09-20 08:09:48 -05:00
Stuart Carnie
a657ea42f1
2D: Add batching to RendererCanvasRenderRD
2024-09-12 05:26:06 +10:00
BlueCube3310
a89f4fa5a9
LightmapGI: Pack L1 SH coefficients for directional lightmaps
2024-09-05 22:46:58 +02:00
Rémi Verschelde
49ed6c558c
Merge pull request #86809 from clayjohn/TAA-disocclusion
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Tune TAA disocclusion scale to avoid rejecting all samples during motion.
2024-09-03 16:13:26 +02:00
Rémi Verschelde
63a8548693
Merge pull request #96426 from clayjohn/RD-reflection-probe-roughness
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Use non-linear mapping for ReflectionProbe mip levels to match sky
2024-09-03 11:43:52 +02:00
Rémi Verschelde
667778cf4d
Merge pull request #93448 from clayjohn/transmittance-fixes
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Various fixes for transmittance effect
2024-09-03 11:42:57 +02:00
clayjohn
64f5443b14
Use non-linear mapping for ReflectionProbe mip levels to match sky
2024-09-01 01:40:42 -07:00
Chaosus
f538376c3b
Add `CLIP_SPACE_FAR` built-in to spatial shader
2024-08-27 08:48:46 +03:00
Rémi Verschelde
68d188d521
Merge pull request #95888 from clayjohn/Lightmap-SH-coefficients
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Use correct lightmap coefficients to ensure that the directional lightmap mode looks correct
2024-08-25 20:18:18 +02:00
BlueCube3310
4aa145624e
LightmapGI: Fix shader data alignment after #89919
2024-08-21 21:37:13 +02:00
clayjohn
f4ccba7508
Use correct lightmap coefficients to ensure that the directional lightmap mode looks correct
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Also remove the metallic option from directional lightmap as it is guaranteed to return negative numbers in many cases
2024-08-21 10:24:32 -07:00
Stuart Carnie
2d0165574d
Add Metal support for macOS (arm64) and iOS
2024-08-20 12:11:06 +02:00
Rémi Verschelde
8acd82f70e
Merge pull request #89919 from BlueCube3310/bicubic-lightmap
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Implement bicubic sampling for lightmaps
2024-08-20 10:01:41 +02:00
Rémi Verschelde
333f0f910f
Merge pull request #86000 from jsjtxietian/add-missing-model_normal_matrix
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Add `model_normal_matrix` for fragment shader
2024-08-20 10:01:36 +02:00
jsjtxietian
e698351db2
Add model_normal_matrix for fragment shader
2024-08-20 12:39:29 +08:00
Rémi Verschelde
c6400a8fe4
Merge pull request #95662 from clayjohn/GLES3-sky-fog
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Add fixed fog to the sky in the Compatibility renderer
2024-08-19 12:09:10 +02:00
Rémi Verschelde
824a97120e
Merge pull request #92213 from clayjohn/ambient-disabled
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Disable all sources of ambient light when `ambient_light_disabled` render mode is used
2024-08-19 12:08:31 +02:00
BlueCube3310
ef9bb1a207
Implement support for bicubic lightmap filtering
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Co-authored-by: Calinou <hugo.locurcio@hugo.pro>
2024-08-19 09:52:09 +02:00
clayjohn
578049b7b9
Add fixed fog to the sky in the Compatibility renderer
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And apply luminance multiplier after fog in RD renderer
2024-08-17 23:33:26 -07:00
Rémi Verschelde
851d0a764d
Merge pull request #95536 from jsjtxietian/rename-alpha-scissor
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Fix undefined `alpha_scissor` in standard shader
2024-08-16 14:35:38 +02:00
jsjtxietian
970a237c20
Fix undefined `alpha_scissor` in standard shader
2024-08-15 11:44:11 +08:00
clayjohn
b99d0d778a
Use transformed roughness instead of raw roughness to calculate roughness fade in SSR
2024-08-12 12:04:16 -07:00
Rémi Verschelde
139cf025c9
Merge pull request #94629 from RandomShaper/fix_undef_position
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Fix position from vertex shader partially uninitialized
2024-07-24 09:59:24 +02:00
Pedro J. Estébanez
0064532c1e
Fix position from vertex shader partially uninitialized
2024-07-23 09:04:54 +02:00
Rémi Verschelde
587f1d0cb0
Merge pull request #92817 from Alex2782/fix_glsl_Mali-G
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Fix glsl shader for Android Mali-GXXx GPUs and Vulkan API 1.3.xxx
2024-07-22 17:24:04 +02:00
Alexander Hartmann
78ede4f8b6
Fix glsl shader for Android Mali-GXXx GPUs and Vulkan API 1.3.xxx
2024-07-20 22:01:35 +02:00
Rémi Verschelde
c5e5fa3d9f
Merge pull request #94289 from clayjohn/MOBILE-multimesh-spec-constant
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Use a spec constant to control whether the MultiMesh branch is used in the vertex shader.
2024-07-17 12:24:01 +02:00
Rémi Verschelde
c2375d0b12
Merge pull request #94184 from mertkasar/ssr-rotation-fix
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Fix SSR orientation issues when using orthogonal camera
2024-07-17 11:43:25 +02:00
clayjohn
4cbc967f50
Use a spec constant to control whether the MultiMesh branch is used in the vertex shader.
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This works around a bug on the Quest3 and slightly improves performance on all mobile devices at the cost of increased pipeline count.
2024-07-12 15:44:06 -07:00
Mert Kasar
56ed2cb6d1
Fix SSR orientation issues when using orthogonal camera
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- Use negative clip space values to fix reversed rotations in reflections
- Use constant -z view vector when raymarching to fix perspective in reflections
2024-07-12 21:56:31 +03:00
clayjohn
e0f736ec10
Properly linearize depth buffer for SSAO when using orthogonal camera
2024-07-09 15:29:45 -07:00
ueshita
e1d6ab4c80
Fix userdata not copied when trails started
2024-06-25 23:33:26 +09:00
clayjohn
d61fae36f3
Various fixes for transmittance effect
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Use correct shadow sampling for omni and spot lights
Disable transmittance if shadows are disabled
Correct DirectionalLight transmittance bias to match shadow bias (its still pretty sensitive though)
2024-06-21 18:15:27 -07:00
Stuart Carnie
98e9578d66
Remove unused flag and code
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Related #48894
2024-06-20 13:50:20 +10:00
Rudolph Bester
f666c76a9c
Fixed collided 3D GPU particles sometimes jittering
2024-05-28 14:09:08 +02:00
clayjohn
6fbef0669d
Disable all sources of ambient light when `ambient_light_disabled` render mode is used
2024-05-21 10:42:12 -07:00
Rémi Verschelde
7d03b1de0b
Style: Trim trailing whitespace and ensure newline at EOF
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Found by apply the file_format checks again via #91597 .
2024-05-08 10:12:46 +02:00
Rémi Verschelde
4b070e8031
Fix various typos with codespell
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Using 2.2.7.dev217+g10c2abcf.
Had to add `colour` to the ignore list as we used it as an alias/keyword for the
documentation of color-related APIs.
Also ignore recommendations to change `thirdparty` to either `third-party` or
`third party`, which are correct but we use the former fairly consistently.
2024-05-07 10:08:42 +02:00
Bastiaan Olij
9042ddf19f
Improvements to VRS/Foveated rendering
2024-05-03 17:20:30 +10:00
QbieShay
e41064388e
reverted naming to premul alpha (no T)
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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
QbieShay
41a2b0e83e
Added premult alpha blending to 3D (spatial) shaders.
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Co-authored-by: jitspoe <jitspoe@yahoo.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2024-05-01 00:53:29 +02:00
Chris Clyne
1ca0eeac28
Fix inverted GPUParticlesCollisionHeightField3D
2024-04-26 17:30:50 +01:00
Bastiaan Olij
d2d22748b4
Fix issue in shadow to opacity
2024-04-26 21:54:26 +10:00
Rémi Verschelde
853740e2ad
Merge pull request #91191 from clayjohn/RD-soft-shadows
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Properly calculate penumbra for soft shadows with reverse z
2024-04-26 11:09:02 +02:00
Rémi Verschelde
22c8a2785d
Merge pull request #90920 from clayjohn/2D-light-cull
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Exit light calculation early when pixel outside of light bounding rectangle
2024-04-26 11:08:29 +02:00
clayjohn
4e5e81c7d4
Properly calculate penumbra for soft shadows with reverse z
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Also fix a related bug where the DirectionalLight3D size was ignored unless a positional light with soft shadows touched the mesh
2024-04-25 17:06:49 -07:00
Rob Blanckaert
ffe0b869f5
Add LIGHT_VERTEX to fragment shader
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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
Bastiaan Olij
226ca2f04c
Fix issue with copy shader not working in multiview
2024-04-23 21:46:39 +10:00
clayjohn
506e93a207
Exit light calculation early when pixel outside of light bounding rectangle
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This hugely improves the performance of rendering PointLight2Ds
2024-04-19 16:10:11 -07:00