godot/servers/rendering/rasterizer_rd
Juan Linietsky 4ffc0d6b3f Refactored shadowmapping.
- Made shadow bias size independent, so it will remain when changing light or camera size.
- Implemented normal offset bias, which greatly enhances quality.
- Added transmission to subsurface scattering
- Reimplemented shadow filter modes

Closes #17260
2020-04-08 11:19:43 -03:00
..
shaders Refactored shadowmapping. 2020-04-08 11:19:43 -03:00
SCsub SCons: Format buildsystem files with psf/black 2020-03-30 09:05:53 +02:00
light_cluster_builder.cpp
light_cluster_builder.h Refactored shadowmapping. 2020-04-08 11:19:43 -03:00
rasterizer_canvas_rd.cpp Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
rasterizer_canvas_rd.h Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
rasterizer_effects_rd.cpp Refactored shadowmapping. 2020-04-08 11:19:43 -03:00
rasterizer_effects_rd.h Refactored shadowmapping. 2020-04-08 11:19:43 -03:00
rasterizer_rd.cpp
rasterizer_rd.h
rasterizer_scene_high_end_rd.cpp Refactored shadowmapping. 2020-04-08 11:19:43 -03:00
rasterizer_scene_high_end_rd.h Refactored shadowmapping. 2020-04-08 11:19:43 -03:00
rasterizer_scene_rd.cpp Refactored shadowmapping. 2020-04-08 11:19:43 -03:00
rasterizer_scene_rd.h Refactored shadowmapping. 2020-04-08 11:19:43 -03:00
rasterizer_storage_rd.cpp Refactored shadowmapping. 2020-04-08 11:19:43 -03:00
rasterizer_storage_rd.h Refactored shadowmapping. 2020-04-08 11:19:43 -03:00
render_pipeline_vertex_format_cache_rd.cpp Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
render_pipeline_vertex_format_cache_rd.h
shader_compiler_rd.cpp Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
shader_compiler_rd.h
shader_rd.cpp Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
shader_rd.h