godot/servers/rendering/renderer_rd/forward_clustered
Johan Aires Rastén 8452e6cdb3 Add SPECULAR_AMOUNT spatial light shader built-in
Light3D has a light_specular property which is used to set the
intensity of specular contributed by this light source, but it was
previously only used by the default material light shader, and not
possible to use in a custom light() shader.
2023-05-04 09:15:12 +02:00
..
render_forward_clustered.cpp Don't store instance transform in RD 3D renderer unless requested 2023-04-12 14:41:17 -07:00
render_forward_clustered.h Add render buffer support to screen space effects 2023-02-10 10:27:59 +11:00
scene_shader_forward_clustered.cpp Add SPECULAR_AMOUNT spatial light shader built-in 2023-05-04 09:15:12 +02:00
scene_shader_forward_clustered.h Take alpha antialising options into account when setting up materials 2023-01-11 21:29:36 -08:00
SCsub Move clustered renderer functionality 2021-04-05 23:11:38 +10:00