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