Manuel Dun
485eac3d3f
radial fog fix
2021-09-29 15:49:59 -04:00
Hendrik Brucker
6a9f3746af
Fix editor freeze when asigning Skeleton2D to Polygon2D
2021-09-29 01:50:01 +02:00
Rémi Verschelde
4296539d94
Merge pull request #53072 from CaptainProton42/fix-gpuparticles3d-generate-aabb
2021-09-28 16:20:22 +02:00
Bastiaan Olij
cbdde9dff9
Fix access to render target texture for XR interfaces
2021-09-28 19:46:50 +10:00
CaptainProton42
1731030b3c
Fix GPUParticles3D local_coords
2021-09-26 00:30:37 +02:00
CaptainProton42
dd70daafba
Fix GPUParticles3D generate AABB
2021-09-26 00:30:37 +02:00
Anilforextra
cdd912c48e
Construct values only when necessary.
2021-09-25 14:46:45 +05:45
Anilforextra
cc51b045da
Construct values only when necessary.
2021-09-23 22:26:07 +05:45
Anilforextra
90908cd67d
Add Get Center Method for Rect2/Rect2i and AABB.
2021-09-21 21:14:17 +05:45
Rémi Verschelde
ec23d1348a
Merge pull request #52409 from GiantBlargg/position-depth-pre-pass
2021-09-17 14:21:29 +02:00
Rémi Verschelde
8ecc571158
Merge pull request #49063 from Calinou/remove-16x-msaa
...
Remove 16× MSAA support due to driver bugs and low performance
2021-09-13 17:34:04 +02:00
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
JFonS
5f69218edc
Merge pull request #51604 from TechnoPorg/fix-vulkan-parent-material
...
Vulkan: Fix CanvasItem::use_parent_material
2021-09-12 01:00:30 +02:00
Lyuma
aca4b737f1
8 uvs for glTF2, URI decode and Vertex Custom api.
...
Add glTF2 uri decode for paths.
Add vertex custom apis.
Add scene importer api.
Change Color to float; add support for float-based custom channels in SurfaceTool and EditorSceneImporterMesh
Co-authored-by: darth negative hunter
<thenegativehunter2@users.noreply.github.com>
2021-09-10 09:16:48 -07:00
Juan Linietsky
7c9cdea836
Merge pull request #52476 from Lauson1ex/master
...
Replace current ACES tonemapper with a high quality one
2021-09-09 19:13:44 -03:00
Juan Linietsky
3c554f09ea
Merge pull request #52252 from Calinou/sdfgi-use-light-indirect-energy
...
Use the Light3D Indirect Energy property in SDFGI
2021-09-09 17:17:48 -03:00
Endri Lauson
065d13eddc
Replace ACES tonemapper with a high quality one
2021-09-07 19:46:02 -03:00
Bastiaan Olij
461d31427c
Merge pull request #52205 from BastiaanOlij/blit_source_rect
...
Add source rectangle to blit
2021-09-07 09:21:13 +10:00
Daniel Doran
3138b94058
Fix depth pass for shaders that set POSITION
2021-09-05 01:05:42 -06:00
Clay John
036b7a0985
Merge pull request #51873 from Chaosus/fix_uniform_error_spam
...
Fix incorrect checking of uniform set to prevent error spam (2)
2021-08-31 11:28:48 -07:00
Hugo Locurcio
2c507cd426
Use the Light3D Indirect Energy property in SDFGI
...
The Indirect Energy property was previously ignored in SDFGI
(unlike VoxelGI).
2021-08-30 14:53:03 +02:00
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
64626cc435
Optionally scale 3D render content
2021-08-26 20:48:40 +10:00
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
JFonS
c334989e00
Merge pull request #51821 from Calinou/builtin-shaders-add-comments
...
Add comments at the top of each built-in shader to ease debugging
2021-08-25 11:37:57 +02:00
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
Hugo Locurcio
7192852da3
Remove 16× MSAA support due to driver bugs and low performance
...
In the `master` branch, 16× MSAA caused the entire system to freeze
on NVIDIA GPUs. This is likely caused by graphics drivers not actually
implementing 16× MSAA, but combining 8× MSAA with 2× SSAA instead.
On top of that, modern shader complexity makes 16× MSAA very difficult
to use while keeping a good framerate. 8× MSAA is hard enough to use
as it is.
2021-08-25 07:56:27 +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
Michael Alexsander
88db541705
Merge pull request #51947 from AnilBK/redundant-assignments
...
[cppcheck] Remove some redundant assignments.
2021-08-23 13:23:45 +00:00
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
Anilforextra
c86db8b710
Remove redundant assignments.
...
Use used_in_transfer instead of used_in_compute twice.
2021-08-21 19:20:07 +05:45
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
Yuri Roubinsky
b6af457d25
Fix incorrect checking of uniform set to prevent error spam (2)
2021-08-19 09:11:01 +03:00
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
Hugo Locurcio
a139e58f8c
Add comments at the top of each built-in shader to ease debugging
...
When a shader error is printed about a built-in shader, the origin
of the shader will now be recognizable immediately by looking at
the top of the printed shader code.
2021-08-18 03:09:22 +02:00
reduz
6027cd0a1d
Fixes to mobile renderer
...
* Make sure shaders are named, to aid in debug in case of failure
* SceneRenderRD was being wrongly initialized (virtual functions being called when derivative class not initialized).
* Fixed some bugs resulting on the above being corrected.
2021-08-17 13:52:06 -03:00
TechnoPorg
b097e7f510
Vulkan: Fix CanvasItem::use_parent_material
...
The "Use Parent Material" option now does something when enabled on a CanvasItem. As before, it's not just limited to a node's direct parent but can move up the tree until it finds a material.
Also corrected a typo in rendering_device_vulkan.h that didn't merit its own commit.
2021-08-17 09:08:56 -06:00
Yuri Roubinsky
06add309d7
Fix incorrect uniform buffer size for particles
2021-08-17 13:33:28 +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
Yuri Roubinsky
9de779344c
Makes a clear error message if shader compilation failed
2021-08-16 11:25:20 +03:00
Bastiaan Olij
c7847b3f6d
Moved disabling bokeh shader variants to before the version_create call
2021-08-16 12:18:27 +10:00
Bastiaan Olij
4002650cb9
Fix read from screen and depth texture
2021-08-15 13:14:19 +10:00