godot/servers/rendering/renderer_rd/shaders/environment
2022-09-26 12:29:19 +10:00
..
gi.glsl Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
SCsub Make dependencies with shader includes in subfolders 2022-09-26 12:29:19 +10:00
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 Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
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 Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
voxel_gi_sdf.glsl Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
voxel_gi.glsl Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00