godot/servers/rendering/rasterizer_rd/shaders
Juan Linietsky c54f80d35c Re-implement subsurface scattering.
The size settings are more "just works", with default scale and depth scale
values that don't need much tweaking.

Additionally, a "skin" mode was added so skin looks better.
EDIT: Cleaned up SSR filter shader a bit.
2020-04-04 11:44:28 -03:00
..
blur_inc.glsl
blur.glsl
bokeh_dof.glsl
canvas_occlusion.glsl
canvas_uniforms_inc.glsl
canvas.glsl
copy.glsl
cubemap_downsampler.glsl
cubemap_filter.glsl
cubemap_roughness.glsl
giprobe_debug.glsl
giprobe_sdf.glsl
giprobe_write.glsl
giprobe.glsl
luminance_reduce.glsl
roughness_limiter.glsl
scene_high_end_inc.glsl
scene_high_end.glsl Re-implement subsurface scattering. 2020-04-04 11:44:28 -03:00
screen_space_reflection_filter.glsl Re-implement subsurface scattering. 2020-04-04 11:44:28 -03:00
screen_space_reflection_scale.glsl Re-Added screen space reflection. 2020-04-02 11:25:21 -03:00
screen_space_reflection.glsl Re-Added screen space reflection. 2020-04-02 11:25:21 -03:00
SCsub Re-implement subsurface scattering. 2020-04-04 11:44:28 -03:00
sky.glsl Invert subpass cubemap z direction 2020-03-30 10:42:45 -07:00
specular_merge.glsl Re-Added screen space reflection. 2020-04-02 11:25:21 -03:00
ssao_blur.glsl
ssao_minify.glsl
ssao.glsl
subsurface_scattering.glsl Re-implement subsurface scattering. 2020-04-04 11:44:28 -03:00
tonemap.glsl