godot/servers/rendering/renderer_rd/effects
clayjohn b2b89d7294 Properly remap roughness when reading from radiance map
This ensures that we consistently use perceptual roughness which matches the behaviour of most other PBR renderers like Blender, Ue4 and Godot 3
2022-12-02 15:39:20 -08:00
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bokeh_dof.cpp Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
bokeh_dof.h Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
copy_effects.cpp Properly remap roughness when reading from radiance map 2022-12-02 15:39:20 -08:00
copy_effects.h Finish implementing Canvas Background mode 2022-11-17 12:51:26 -08:00
fsr.cpp Move cluster builder, sdfgi and gi structures to clustered renderer, move light and probe elements into storage and reorganise our render_scene method. 2022-10-04 11:03:32 +11:00
fsr.h Move cluster builder, sdfgi and gi structures to clustered renderer, move light and probe elements into storage and reorganise our render_scene method. 2022-10-04 11:03:32 +11:00
resolve.cpp Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
resolve.h Expose BarrierMask as flags enum in RenderingDevice 2022-11-22 09:45:20 +03:00
SCsub Splitting tonemapper into its own class 2022-04-28 15:00:30 +10:00
ss_effects.cpp Code simplifications found by cppcheck 2022-11-21 08:43:36 +01:00
ss_effects.h Remove redundant Variant-types initializations 2022-11-14 19:35:19 +01:00
taa.cpp Extracting render buffers and changing it to a more generic solution 2022-09-01 20:01:45 +10:00
taa.h Extracting render buffers and changing it to a more generic solution 2022-09-01 20:01:45 +10:00
tone_mapper.cpp Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
tone_mapper.h Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
vrs.cpp Fix VRS issues 2022-11-17 00:32:42 +11:00
vrs.h Extracting render buffers and changing it to a more generic solution 2022-09-01 20:01:45 +10:00