Rémi Verschelde
cd8ee7d229
Merge pull request #116620 from QbieShay/qbe/rework-align-rotation
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Improve options for orienting particles in space
2026-03-23 22:34:16 +01:00
Rémi Verschelde
d7680230ae
Merge pull request #115108 from stuartcarnie/simplify_cluster_builder
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Renderer: Simplify shader and cluster builder
2026-03-23 12:57:48 +01:00
Qbieshay
113ace0cd3
Add options for billboarding on GPUParticles3D
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Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com >
2026-03-19 16:10:20 +01:00
Gaktan
c05c85581e
Fix Octahedral encoding special case when computing vertex skinning
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Signed-off-by: Gaktan <Gaktan@users.noreply.github.com >
2026-03-13 20:18:46 +01:00
Thaddeus Crews
4296a0c158
Merge pull request #116752 from BastiaanOlij/cleanup_is_frustum
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Clean up `is_frustum` projection code
2026-03-04 14:32:33 -06:00
Thaddeus Crews
e42575d23f
Merge pull request #113956 from allenwp/colour/remove-LinearToSRGB-clamping
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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
Bastiaan Olij
2c49923c39
Cleanup projection code so we don't need our frustum override in the renderer
2026-02-25 21:16:38 +11:00
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
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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
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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.
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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
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Clearcoat improvements and fixes
2026-02-03 08:14:00 -06:00
Colin O'Rourke
63f6e3691c
DrawableTextures
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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
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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
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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
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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
Stuart Carnie
0b51ba8a6a
Renderer: Simplify shader and cluster builder
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- gl_HelperInvocation + MSAA is the root cause of the rendering
artifacts.
- Disable the gl_HelperInvocation check using a specialisation constant,
which removes two variants from compilation
- Remove NO_IMAGE_ATOMICS variant, as the macros are not used in
cluster_render.glsl, removing a further two variants.
2026-01-19 07:22:16 +11:00
Joshua Rothe
7a2f188382
Fixing shader compilation error when writing to FOG when render_mode fog_disabled.
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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
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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
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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.
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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
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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
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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
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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
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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
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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
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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.
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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.
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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
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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+.
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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