godot/servers/rendering/renderer_rd/shaders/environment
Hugo Locurcio baaa7503c7
Add a shadow opacity property to Light3D
This can be used to make shadows translucent for a specific light.

The light distance fade system also uses this to smoothly fade the shadow
when the light fade transition distance is greater than 0.
2022-08-07 11:06:32 +02:00
..
gi.glsl Fix various typos not caught by codespell 2022-07-21 07:38:23 -04:00
SCsub SCons: Properly track codegen script dependency for generated GLSL headers 2022-07-02 16:01:48 +02:00
sdfgi_debug_probes.glsl Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
sdfgi_debug.glsl Keep SdfgiDebug shader's push constant size <= 128 2022-07-29 13:25:11 +02:00
sdfgi_direct_light.glsl Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
sdfgi_integrate.glsl Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
sdfgi_preprocess.glsl Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
sky.glsl Rename RenderingServer global shader uniform methods to be more explicit 2022-07-28 18:46:59 +02:00
volumetric_fog_process.glsl Add a shadow opacity property to Light3D 2022-08-07 11:06:32 +02:00
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