godot/servers/rendering/renderer_rd/forward_clustered
Hugo Locurcio d041ca6c02
Add Nearest Mipmap Anisotropic filter option to decals and projectors
This is consistent with the BaseMaterial3D filtering options.
It can be used for high-quality pixel art textures that remain sharp
when viewed at oblique angles, but prevents them from becoming grainy
thanks to mipmaps.
2022-08-03 03:49:15 +02:00
..
render_forward_clustered.cpp Add Nearest Mipmap Anisotropic filter option to decals and projectors 2022-08-03 03:49:15 +02:00
render_forward_clustered.h Change RendererSceneRender::GeometryInstance so more code is shared among renderers 2022-07-27 12:32:07 +10:00
scene_shader_forward_clustered.cpp Add spatial built-ins (camera-pos, object-pos, camera-eye etc.) 2022-08-02 17:30:41 +02:00
scene_shader_forward_clustered.h Changed storage structs to private 2022-08-01 11:59:14 +10:00
SCsub Move clustered renderer functionality 2021-04-05 23:11:38 +10:00