Commit Graph

13 Commits

Author SHA1 Message Date
2cd84be64d Extracting render buffers and changing it to a more generic solution 2022-09-01 20:01:45 +10:00
385ee5c70b Implement Physical Light Units as an optional setting.
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.

In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-08-31 12:14:46 -07:00
7d6287f616 Properly scale depth in bokeh_dof effect so that setting distance to blur effect is accurate again 2022-08-12 16:39:05 -06:00
d38671827b Fade screen-space reflection towards inner margin
- Fade reflection towards inner margin and clip it at screen edges
  instead of external margin.
- Round edges of the fade margin if both are being cut off to prevent
  sharp corners.

Co-authored-by: puchik <puchik@users.noreply.github.com>
2022-08-03 01:55:42 +02:00
eefcb5ed67 Move screen space effects into a separate class 2022-07-19 13:27:39 +10:00
d139131aab Adding Variable Rate Shading support to Godot
Improve GI renderer and add VRS support
Implement render device has_feature and move subgroup settings to limit_get
2022-07-17 15:42:24 +10:00
6bbfd160b0 SCons: Properly track codegen script dependency for generated GLSL headers 2022-07-02 16:01:48 +02:00
6224b00365 Moved cube_to_dp and cubemap logic into CopyEffects 2022-06-24 18:04:28 +10:00
997810e417 Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
787a1e006b Fix glow in Mix mode not working correctly when FXAA is enabled
Glow must be performed after FXAA to ensure correct appearance.
2022-06-15 22:23:56 +02:00
5322b171de Fix tonemapper shader to correctly apply alpha channel 2022-05-18 06:43:07 +03:00
9939cfc4c4 Split out bokeh_dof and copy effects 2022-05-11 11:08:56 +10:00
3b2267ba6d Splitting tonemapper into its own class 2022-04-28 15:00:30 +10:00