godot/servers/rendering/renderer_rd/shaders
Hugo Locurcio 7745bd42a6
Add maximum roughness cutoff to SSR to improve performance
In a test scene with mixed rough and non-rough materials, this saves
upwards of 0.15 ms of GPU time with very little visual artifacting
(GTX 1080, 2560×1440).
2022-12-10 17:35:18 +01:00
..
effects Add maximum roughness cutoff to SSR to improve performance 2022-12-10 17:35:18 +01:00
environment Fix volumetric fog not rendering at densities lower than or equal to 0.001 2022-10-13 00:45:49 +02:00
forward_clustered Merge pull request #69522 from clayjohn/IBL-black-metal 2022-12-03 12:46:30 +01:00
forward_mobile Merge pull request #69522 from clayjohn/IBL-black-metal 2022-12-03 12:46:30 +01:00
blit.glsl
canvas_occlusion.glsl
canvas_sdf.glsl
canvas_uniforms_inc.glsl
canvas.glsl Fix drawing of 2D skeletons in the RD renderer. 2022-11-18 23:36:40 -08:00
cluster_data_inc.glsl
cluster_debug.glsl
cluster_render.glsl Merge pull request #67746 from SonnyBonds/fix_cluster_shader_mvk 2022-11-11 21:05:20 +01:00
cluster_store.glsl
decal_data_inc.glsl
giprobe_write.glsl
light_data_inc.glsl
luminance_reduce_raster_inc.glsl
luminance_reduce_raster.glsl
luminance_reduce.glsl
particles_copy.glsl
particles.glsl Improved consistency between vector field texture and world space 2022-10-27 15:43:24 +02:00
roughness_limiter.glsl
scene_data_inc.glsl Implement CAMERA_VISIBLE_LAYERS as built-in shader variable 2022-12-03 22:41:27 -08:00
scene_forward_aa_inc.glsl Fix alpha hash by correcting typos and doing calculations in object space 2022-11-14 17:57:49 -08:00
scene_forward_gi_inc.glsl
scene_forward_lights_inc.glsl Allow black metallic materials to reflect IBL 2022-12-02 19:54:59 -08:00
SCsub
skeleton.glsl Merge pull request #68830 from Ayush-singla27/issuebranch 2022-11-20 11:35:52 +01:00
sort.glsl