godot/servers/rendering/renderer_rd/shaders/environment
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
..
gi.glsl Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
SCsub
sdfgi_debug_probes.glsl Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
sdfgi_debug.glsl Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
sdfgi_direct_light.glsl Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
sdfgi_integrate.glsl Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
sdfgi_preprocess.glsl
sky.glsl Move debanding into internal sky shader code so that it is applied after everything else. 2022-09-13 10:39:04 -07:00
volumetric_fog_process.glsl Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
volumetric_fog.glsl Rename RenderingServer global shader uniform methods to be more explicit 2022-07-28 18:46:59 +02:00
voxel_gi_debug.glsl
voxel_gi_sdf.glsl
voxel_gi.glsl