Commit graph

675 commits

Author SHA1 Message Date
Thaddeus Crews
e42575d23f
Merge pull request #113956 from allenwp/colour/remove-LinearToSRGB-clamping
Remove clamping from LinearToSRGB visual shader node.
2026-02-27 08:49:33 -06:00
Allen Pestaluky
dce001aee7 Remove clamping from LinearToSRGB visual shader node. 2026-02-26 11:49:26 -05:00
celyk
d2933f04b7 Clamp uv coordinates of omni light projector 2026-02-21 11:06:27 +11:00
Josh Jones
b8389cc76b Support output to HDR monitors
Co-authored-by: Alvin Wong <alvinhochun@gmail.com>
Co-authored-by: Allen Pestaluky <allenpestaluky@gmail.com>
2026-02-11 22:13:26 -07:00
Thaddeus Crews
0808e47eff
Merge pull request #115904 from HEX-23/feature-fix_ssr
Fix inconsistent SSR blurriness on rough surfaces.
2026-02-10 10:34:34 -06:00
X23
fe8709d077 Fix inconsistent SSR blurriness on rough surfaces. 2026-02-10 21:12:35 +08:00
Clay John
2343d36b43 Use transmittance instead of opacity in the early-out branch when calculating volumetric fog 2026-02-09 09:45:12 -08:00
Dario
703b3f3dc2
Add structure padding where necessary for push constants.
Co-authored-by: Skyth <19259897+blueskythlikesclouds@users.noreply.github.com>
2026-02-04 12:12:19 +01:00
Thaddeus Crews
0a843c13f8
Merge pull request #111464 from LiveTrower/clearcoat-improvements
Clearcoat improvements and fixes
2026-02-03 08:14:00 -06:00
Colin O'Rourke
63f6e3691c DrawableTextures
Implementing DrawableTextures based on: https://github.com/godotengine/godot-proposals/issues/7379
2026-01-29 01:16:06 -08:00
LiveTrower
60097eb3ce clearcoat fixes and improvements 2026-01-27 18:02:01 -06:00
Thaddeus Crews
4738ce72e3
Merge pull request #115026 from rothej/fix-94567-fog-shader-compilation-with-fog-disabled
Fix shader compilation error when writing to `FOG` when `render_mode fog_disabled`
2026-01-26 13:14:27 -06:00
Thaddeus Crews
0f8a1c9db2
Merge pull request #115147 from BastiaanOlij/fix_multiview_fixed_size
Apply fixed size properly for mono/stereo rendering.
2026-01-26 13:14:23 -06:00
Thaddeus Crews
3dc64a564b
Merge pull request #115124 from blueskythlikesclouds/2x-msaa-pick-first
Pick the sample closer to the camera when resolving 2x MSAA.
2026-01-26 13:14:20 -06:00
Bastiaan Olij
aac883849e Apply fixed size properly for mono/stereo rendering. 2026-01-20 23:19:45 +11:00
Clay John
c5d21df245 Increase precision of ninepatch source rect to ensure pixel perfect alignment 2026-01-19 14:52:56 -08:00
Skyth
f975cfe037 Pick the sample closer to the camera when resolving 2x MSAA. 2026-01-19 22:02:57 +03:00
Joshua Rothe
7a2f188382 Fixing shader compilation error when writing to FOG when render_mode fog_disabled.
Always declares FOG variable regardless of fog state. Previously, only declared
fog if FOG_DISABLED was undefined. This caused errors if the code tried to
write to fog later. Exists as a dummy variable when unused.

Signed-off-by: Joshua Rothe <joshrothe@gmail.com>
2026-01-16 02:12:52 -07:00
Rémi Verschelde
4db916dac6
Merge pull request #114908 from clayjohn/RD-env-roughness
Overhaul compute shader based environment roughness calculation to improve performance and quality
2026-01-13 22:20:59 +01:00
Rémi Verschelde
427eab91a2
Merge pull request #114907 from clayjohn/RD-env-filter
Fix downsampled radiance map generation
2026-01-13 22:20:55 +01:00
clayjohn
e33515c2e6 Overhaul compute shader based environment roughness calculation to improve performance and quality 2026-01-12 22:07:56 -08:00
clayjohn
24c2c452de Fix downsampled radiance map generation.
Reduce the mipmap levels so that the border is pixel perfect

Always use the high quality downsample to reduce jaggies

Fix the jacobian approximation so that it actually helps account for the octahedral distortion
2026-01-12 18:56:10 -08:00
Rémi Verschelde
569a36b6fe
Merge pull request #114785 from blueskythlikesclouds/mali-msaa-subpass-fix
Fix MSAA crashing Mali GPUs when using subpasses.
2026-01-10 07:28:43 +01:00
Skyth
71582241a3 Fix MSAA crashing Mali GPUs when using subpasses. 2026-01-09 15:04:36 +03:00
clayjohn
576afb6c18 Workaround crash in pipeline creation on intel Mesa devices by avoiding using half floats in derivative functions 2026-01-08 14:23:38 -08:00
Rémi Verschelde
c8b1071f3b
Merge pull request #114727 from blueskythlikesclouds/ssr-after-specular-occlusion
Prevent SSR from getting affected by specular occlusion.
2026-01-08 22:57:21 +01:00
Skyth
614d0e2f0d Prevent SSR from getting affected by specular occlusion. 2026-01-08 11:41:21 +03:00
Skyth
25824f18f5 Handle RGB10_A2 storage format in octmap shaders. 2026-01-08 11:16:40 +03:00
Thaddeus Crews
f5c66ba68b
Merge pull request #114279 from clayjohn/sky-singularity
Avoid singularity during sky filtering
2026-01-06 09:56:53 -06:00
Rémi Verschelde
05a46f3654
Merge pull request #114194 from blueskythlikesclouds/consistent-screen-and-viewport-sizes
Pass consistent viewport and screen sizes to fix point size emulation.
2026-01-06 10:59:54 +01:00
clayjohn
6e6d59b2e7 Avoid singularity during sky filtering by using a different method of calculating the orthonormal basis 2026-01-05 14:11:58 -08:00
Rémi Verschelde
52e7076a48
Merge pull request #114314 from blueskythlikesclouds/octmap-raster-fallback
Fall back to octmap raster path on certain devices & fix issues with the shaders.
2026-01-01 16:47:01 +01:00
Rémi Verschelde
51ff4d0458
Merge pull request #113334 from Image-unavailable/voxelgi-reflection-fix
Fix VoxelGI glossy reflection artifacts
2026-01-01 16:46:05 +01:00
Skyth
205d9814f1 Fall back to octmap raster path on certain devices & fix issues with the shaders. 2025-12-25 16:53:11 +03:00
Skyth
c1d7c097b1 Pass consistent viewport and screen sizes to fix point size emulation. 2025-12-19 14:51:49 +03:00
BlueCube3310
ec705f6d47 Mobile: Fix clearcoat shader compilation error 2025-12-10 13:28:39 +01:00
Allen Pestaluky
628df323e2 Add agx_white, agx_contrast and HDR support to the AgX tonemapper.
Also optimize all tonemappers to perform less calculations per-pixel.

Note: unlike `white`, `agx_white` is limited to a minimum of `2.0` and defaults to `16.29`. When using a RGB10A2 render buffer, `agx_white` will be ignored and a value of `2.0` will be used instead to ensure good behavior on the Mobile renderer.
2025-12-03 09:01:39 -05:00
Dario
c78c3ba894 Rewrite Radiance and Reflection probes to use Octahedral maps.
Co-authored-by: clayjohn <claynjohn@gmail.com>
2025-12-02 17:48:12 -08:00
Skyth
ba556ebe03 Implement point size emulation in the forward shader for D3D12. 2025-12-02 17:36:31 +03:00
Image-unavailable
83b245a84d Use stricter alpha check during VoxelGI cone-tracing to prevent reflection artifacts 2025-11-29 17:47:07 +01:00
Thaddeus Crews
9dd6c4dbac
Merge pull request #112927 from allenwp/fix_clamping_in_tonemap_mobile
Fix inconsistent color clamping between Mobile and Forward+.
2025-11-25 12:55:13 -06:00
Allen Pestaluky
2c6749ab9a Fix inconsistent color clamping between Mobile and Forward+.
Also remove inconsistencies with glow blending code and comments between the two shader files to allow for easier comparison of the two tonemap files.
2025-11-18 12:33:42 -05:00
blaqjack
d650ac8a96 TAA adjustment to reduce ghosting 2025-11-18 12:24:09 +01:00
Thaddeus Crews
46adcc6268
Merge pull request #112801 from clayjohn/premul-alpha-sss
Apply `PREMUL_ALPHA_FACTOR` only in non-split-specular shader variants.
2025-11-17 10:56:40 -06:00
clayjohn
a7e1a65ca8 Apply PREMUL_ALPHA_FACTOR only in non-split-specular shader variants.
This avoids a shader compile error when using SSS and PREMUL_ALPHA_FACTOR in the same shader.

This doesn't change any functionaility, since in practive, the split-specular shader variant is only ever used for opaque objects while using premul alpha makes the object non-opaque
2025-11-14 23:17:17 -08:00
clayjohn
79ffbfdf73 Reorganize canvas shader varyings in RD renderer 2025-11-14 22:29:28 -08:00
Thaddeus Crews
235d11245c
Merge pull request #112481 from stuartcarnie/2d_canvas_vbos
Massively optimize canvas 2D rendering by using vertex buffers
2025-11-14 14:23:02 -06:00
Stuart Carnie
90c0e6acca 2D: Switch to VBOs for instance data
- Add support for vertex bindings and UMA vertex buffers in D3D12.
- Simplify 2D instance params and move more into per-batch data to save
  bandwidth

Co-authored-by: Skyth <19259897+blueskythlikesclouds@users.noreply.github.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
Co-authored-by: A Thousand Ships <96648715+athousandships@users.noreply.github.com>
2025-11-15 06:25:49 +11:00
Thaddeus Crews
1ab8e9847d
Merge pull request #112494 from clayjohn/rd-fog-blend
Clean up Volumetric Fog blending behavior
2025-11-13 17:42:57 -06:00
Skyth
d27e4dab16 Sanitize INF/NaN when copying last frame texture for SSIL/SSR. 2025-11-13 16:38:54 +03:00