.. |
effects
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Use Reverse Z for the depth buffer
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2024-04-04 13:54:15 +02:00 |
environment
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Use Reverse Z for the depth buffer
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2024-04-04 13:54:15 +02:00 |
forward_clustered
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Use Reverse Z for the depth buffer
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2024-04-04 13:54:15 +02:00 |
forward_mobile
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Use Reverse Z for the depth buffer
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2024-04-04 13:54:15 +02:00 |
blit.glsl
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Add option to enable HDR rendering in 2D
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2023-08-07 11:24:03 +02:00 |
canvas_occlusion.glsl
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RendererRD: Remove binding specifier for push constants
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2022-02-11 18:42:32 +01:00 |
canvas_sdf.glsl
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RendererRD: Remove binding specifier for push constants
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2022-02-11 18:42:32 +01:00 |
canvas_uniforms_inc.glsl
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Add option to enable HDR rendering in 2D
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2023-08-07 11:24:03 +02:00 |
canvas.glsl
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Merge pull request #86564 from Giwayume/feature/canvas-item-shader-custom-data
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2024-02-08 10:53:24 +01:00 |
cluster_data_inc.glsl
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Create mobile renderer
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2021-05-03 21:54:11 +10:00 |
cluster_debug.glsl
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RendererRD: Remove binding specifier for push constants
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2022-02-11 18:42:32 +01:00 |
cluster_render.glsl
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Save cluster render shader from being optimized out entirely
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2023-05-08 18:39:49 +02:00 |
cluster_store.glsl
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RendererRD: Remove binding specifier for push constants
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2022-02-11 18:42:32 +01:00 |
decal_data_inc.glsl
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More fixes to mobile renderer
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2021-08-18 12:20:19 -03:00 |
giprobe_write.glsl
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RendererRD: Remove binding specifier for push constants
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2022-02-11 18:42:32 +01:00 |
light_data_inc.glsl
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Implement Physical Light Units as an optional setting.
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2022-08-31 12:14:46 -07:00 |
particles_copy.glsl
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Fixed z-billboard-y-velocity to correctly respect non-uniform scale instead of averaging scale
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2023-09-08 20:01:57 +01:00 |
particles.glsl
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Particle internal refactor and additions for more artistic control
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2023-10-10 20:03:35 +02:00 |
samplers_inc.glsl
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replace sampler arrays with constant sampler elements
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2023-06-22 01:11:57 +03:00 |
scene_data_inc.glsl
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Add optional depth fog
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2024-02-17 22:39:34 -03:00 |
scene_forward_aa_inc.glsl
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Fix alpha hash by correcting typos and doing calculations in object space
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2022-11-14 17:57:49 -08:00 |
scene_forward_gi_inc.glsl
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Reduce the number of samplers used by the scene shaders
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2023-12-15 17:13:44 -07:00 |
scene_forward_lights_inc.glsl
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Use Reverse Z for the depth buffer
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2024-04-04 13:54:15 +02:00 |
SCsub
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Extract shared scene data into a separate class
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2022-09-15 12:09:57 +10:00 |
skeleton.glsl
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Vertex and attribute compression to reduce the size of the vertex format.
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2023-10-05 12:02:23 -06:00 |