godot/servers/rendering/renderer_rd
Hugo Locurcio c5550108c8
Decrease the default dynamic range in VoxelGIData to 2.0
This reduces visible banding in indirect lighting and reflections.
Sharp reflections now match more closely the original scene.

The downside of this change is that clipping may appear in reflections
in extremely bright scenes, but this should not be a concern in most
scenes.
2021-12-08 00:28:17 +01:00
..
forward_clustered Implemented AMD's FSR as a computer shader for upscaling 3D scenes 2021-11-23 14:16:03 -07:00
forward_mobile Fix Depth-Prepass transparency mode 2021-11-18 12:49:46 +01:00
shaders [macOS / iOS] Use non atomic operation to store facing bits on MoltenVK. 2021-11-25 12:43:45 +02:00
cluster_builder_rd.cpp Remove disabled debug code in ClusterBuilderRD 2021-11-25 20:28:50 +01:00
cluster_builder_rd.h Swap args of Plane(point, normal) constructor 2021-10-15 20:49:42 -05:00
effects_rd.cpp Implemented AMD's FSR as a computer shader for upscaling 3D scenes 2021-11-23 14:16:03 -07:00
effects_rd.h Implemented AMD's FSR as a computer shader for upscaling 3D scenes 2021-11-23 14:16:03 -07:00
pipeline_cache_rd.cpp Fix wireframe render mode 2021-10-15 06:53:52 +03:00
pipeline_cache_rd.h Implement more rendering options as specialization constants 2021-07-19 21:51:29 -03:00
renderer_canvas_render_rd.cpp Fix multimesh still drawing when visible instances is zero 2021-11-12 21:51:14 -05:00
renderer_canvas_render_rd.h Fix default_texture_param in shader pipeline to support uniform arrays 2021-11-12 12:53:40 +03:00
renderer_compositor_rd.cpp Implemented AMD's FSR as a computer shader for upscaling 3D scenes 2021-11-23 14:16:03 -07:00
renderer_compositor_rd.h Implemented AMD's FSR as a computer shader for upscaling 3D scenes 2021-11-23 14:16:03 -07:00
renderer_scene_environment_rd.cpp Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog 2021-10-28 22:02:23 -07:00
renderer_scene_environment_rd.h Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog 2021-10-28 22:02:23 -07:00
renderer_scene_gi_rd.cpp Merge pull request #35901 from nathanfranke/pool-byte-array-subarray-exclusive 2021-12-07 14:00:59 +01:00
renderer_scene_gi_rd.h Remove unimplemented Environment.ambient_light_occlusion_color property 2021-10-07 17:47:52 +02:00
renderer_scene_render_rd.cpp Merge pull request #51679 from Je06jm/fsr 2021-11-24 22:34:48 +01:00
renderer_scene_render_rd.h Implemented AMD's FSR as a computer shader for upscaling 3D scenes 2021-11-23 14:16:03 -07:00
renderer_scene_sky_rd.cpp Fix default_texture_param in shader pipeline to support uniform arrays 2021-11-12 12:53:40 +03:00
renderer_scene_sky_rd.h Fix default_texture_param in shader pipeline to support uniform arrays 2021-11-12 12:53:40 +03:00
renderer_storage_rd.cpp Merge pull request #35901 from nathanfranke/pool-byte-array-subarray-exclusive 2021-12-07 14:00:59 +01:00
renderer_storage_rd.h Decrease the default dynamic range in VoxelGIData to 2.0 2021-12-08 00:28:17 +01:00
SCsub Create mobile renderer 2021-05-03 21:54:11 +10:00
shader_compiler_rd.cpp Allow using empty statements in the shader, added formatting warning 2021-12-01 11:52:25 +03:00
shader_compiler_rd.h Added support for uniform arrays in shaders 2021-10-04 13:57:44 +03:00
shader_rd.cpp [macOS / iOS] Use storage buffers instead of unsupported images for the volumetric fog on MoltenVK. 2021-11-24 09:16:16 +02:00
shader_rd.h Rename RID's getornull() to get_or_null() 2021-09-29 23:58:02 +02:00