Rémi Verschelde
f7d852b532
Merge pull request #54350 from akien-mga/clang-format-dont-align-operands
2021-10-28 17:10:52 +02:00
Rémi Verschelde
e2deec67b9
Merge pull request #54222 from JFonS/instance-fade
2021-10-28 16:05:55 +02:00
Rémi Verschelde
3a6be64c12
clang-format: Various fixes to comments alignment from clang-format
13
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All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-28 15:43:36 +02:00
Rémi Verschelde
3b11e33a09
clang-format: Disable alignment of operands, too unreliable
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Sets `AlignOperands` to `DontAlign`.
`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 15:19:35 +02:00
Joan Fons
95bc9c40d9
Fix shadow disabling on mobile renderer
2021-10-26 15:37:22 +02:00
jfons
c46d1ea2b2
Fix shadow disabling settings
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Fixes the SHADOW_CASTING_SETTING_OFF setting in
GeometryInstance3D and the "shadows_disabled" render
mode in spatial materials, which were not working
before.
2021-10-25 16:11:32 +02:00
JFonS
c571e4a7f4
Implement distance fade and transparency
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The built-in ALPHA in spatial shaders comes pre-set with a per-instance
transparency value. Multiply by it if you want to keep it.
The transparency value of any given GeometryInstance3D is affected by:
- Its new "transparency" property.
- Its own visiblity range when the new "visibility_range_fade_mode"
property is set to "Self".
- Its parent visibility range when the parent's fade mode is
set to "Dependencies".
The "Self" mode will fade-out the instance when reaching the visibility
range limits, while the "Dependencies" mode will fade-in its
dependencies.
Per-instance transparency is only implemented in the forward clustered
renderer, support for mobile should be added in the future.
Co-authored-by: reduz <reduzio@gmail.com>
2021-10-25 11:39:34 +02:00
jfons
88d9914519
Fix state inconsistencies in visibility dependencies.
2021-10-25 11:37:53 +02:00
Rémi Verschelde
3bebbcacdb
Merge pull request #53992 from Calinou/hard-shadow-mapping-allow-dithering
2021-10-22 19:34:09 +02:00
Yuri Roubinsky
bbcf8ac672
Merge pull request #54082 from Chaosus/fix_shader_crash
2021-10-21 21:19:24 +03:00
Yuri Roubinsky
57fd362fe1
Prevent shader crash when passing constant expression to textureGather
2021-10-21 19:46:05 +03:00
Hugo Locurcio
e87ec8ec17
Add Soft Very Low shadow quality mode for 3D
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This can be used to improve 3D shadow rendering quality at little
performance cost. Unlike the existing Hard setting which is limited
to variable shadow blur only, it works with both fixed blur and
variable blur.
2021-10-21 18:34:26 +02:00
Yuri Roubinsky
9142df46b3
Fix built-in texture samplers passing for spatial shader mode
2021-10-21 12:32:32 +03:00
Yuri Roubinsky
5a354aaf6d
Prevent a rendering crash and error spam for uniform texture array
2021-10-20 21:30:27 +03:00
Rémi Verschelde
244faf5588
Merge pull request #53972 from zedutch/fix-shader-time-update
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Fix shaders using `TIME` not continuously updating
2021-10-19 16:37:55 +02:00
Rémi Verschelde
85a8939fa2
Merge pull request #53790 from briansemrau/remove-distant-shadowy-void
2021-10-19 15:17:09 +02:00
Rémi Verschelde
4387f9645b
Merge pull request #52940 from groud/toast_notification
2021-10-19 09:57:13 +02:00
Rémi Verschelde
723b988fde
Merge pull request #52210 from BastiaanOlij/enhance_xr_trackers
2021-10-19 08:11:32 +02:00
Robin Arys
0e31465a59
Fix shaders that use TIME do not force editor to continuously update
2021-10-18 22:53:20 +02:00
Haoyu Qiu
2200544141
Validate enum range in RendererViewport::viewport_get_render_info
2021-10-18 22:58:38 +08:00
Bastiaan Olij
5d1ea92daf
Rework XR positional trackers
2021-10-17 12:12:20 +11:00
mennomax
b4eeeb315a
Swap args of Plane(point, normal) constructor
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Now (normal, point)
2021-10-15 20:49:42 -05:00
Rémi Verschelde
5a276443bd
Merge pull request #53815 from Chaosus/fix_wireframe_render_mode
2021-10-15 16:19:36 +02:00
Yuri Roubinsky
31ad85881d
Fix wireframe
render mode
2021-10-15 06:53:52 +03:00
Brian Semrau
e9f1b0a0b2
Remove incorrect fog height density remapping
2021-10-14 16:09:45 -04:00
Brian Semrau
4fefd7cddd
Fix several issues with directional shadows
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- Internally disable blend splits in orthogonal directional shadow mode
- Fix soft shadows ignoring fade and blend_splits
- Fix soft shadow edge stability
2021-10-14 11:44:32 -04:00
Gilles Roudière
0587e5e018
Implement toast notifications in the editor
2021-10-14 13:30:54 +02:00
Brian Semrau
a62e240260
Fix the height fog effect
2021-10-14 04:08:39 -04:00
Yuri Roubinsky
e9b7ffd1fa
Added few more built-ins to shader language
2021-10-13 20:27:36 +03:00
Rémi Verschelde
88463c3eee
Merge pull request #53712 from CakHuri/nullptr
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Replace NULL with nullptr
2021-10-12 22:30:43 +02:00
M. Huri
033dc4dbef
Replaced NULL with nullptr
2021-10-12 20:20:19 +07:00
Aaron Franke
7e51e4cb84
Fix some LGTM errors of "Multiplication result converted to larger type"
2021-10-12 00:17:27 -05:00
Yuri Roubinsky
db2ee03fff
Fix shader crash on using METALLIC and ROUGHNESS built-ins in light func
2021-10-11 13:35:53 +03:00
Rémi Verschelde
09b0293fad
Merge pull request #53066 from Chaosus/shader_funcs
2021-10-10 21:37:07 +02:00
Rémi Verschelde
5ae569560d
Fix missing argument names in bindings
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While at it, tweak some boolean setters to use `p_enabled` for the bool.
Also renames `draw_minimap()` to `set_draw_minimap()`.
2021-10-09 00:20:10 +02:00
Hugo Locurcio
73c6e19acc
Allow any floating-point value as a 3D rendering scale option
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This allows for finer control over 3D rendering resolution.
Supersampling can also be performed by setting a 3D rendering
resolution above 1.0, which is useful for offline rendering or
for very high-end GPUs.
2021-10-08 18:22:10 +02:00
Rémi Verschelde
96767c18f8
Merge pull request #53527 from Chaosus/shader_array
2021-10-08 12:37:05 +02:00
Yuri Roubinsky
b1ac3e256f
Allow declare the shader arrays with a size defined before identifier
2021-10-08 10:28:31 +03:00
Rémi Verschelde
a6c4de49e1
Merge pull request #53523 from Calinou/remove-occlusion-color
2021-10-07 22:26:10 +02:00
Hugo Locurcio
265bae824f
Remove unimplemented Environment.ambient_light_occlusion_color
property
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This property was intended to provide a way to have SSAO or VoxelGI
ambient occlusion with a color other than black. However, it was
dropped during the Vulkan renderer development due to the performance
overhead it caused when the feature wasn't used.
2021-10-07 17:47:52 +02:00
Hugo Locurcio
bcf4a56c74
Replace references to VisualServer in code comments with RenderingServer
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VisualServer no longer exists in the `master` branch.
2021-10-07 15:49:41 +02:00
Yuri Roubinsky
e707391fb8
Fix shader crash when passing array to index expression
2021-10-07 10:48:32 +03:00
Yuri Roubinsky
410cab4c61
Merge pull request #53491 from Chaosus/shader_fix_texture_array_uniforms
2021-10-07 10:00:12 +03:00
Rémi Verschelde
149e10da1c
Merge pull request #53504 from clayjohn/VULKAN-sky-bug
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Remove bogus sky error check
2021-10-07 08:09:01 +02:00
Rémi Verschelde
3f94a5ebe7
Merge pull request #51115 from clayjohn/VULKAN-SSAO-radius
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Move assignment of SSAO radius push constant
2021-10-07 08:04:17 +02:00
clayjohn
23dc490f40
Remove bogus sky error check
2021-10-06 22:04:56 -07:00
Yuri Roubinsky
b5028da5c0
Fix regression which prevents using texture array uniforms
2021-10-06 22:31:07 +03:00
Yuri Roubinsky
be6f36a66d
Add missing shader built-ins
2021-10-05 20:50:26 +03:00
Yuri Roubinsky
7c07ae4c50
Fix shader crash when passing array.length to functions
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and similar cases
2021-10-05 12:49:59 +03:00
Yuri Roubinsky
69ece73653
Fix syntax parsing error of uniform arrays declaration in shader
2021-10-04 23:19:43 +03:00