Rémi Verschelde
|
c92a6c7e27
CI: Update `clang-format` pre-commit hook to 19.1.0
|
2 maanden geleden |
BlueCube3310
|
a89f4fa5a9
LightmapGI: Pack L1 SH coefficients for directional lightmaps
|
3 maanden geleden |
Rémi Verschelde
|
68d188d521
Merge pull request #95888 from clayjohn/Lightmap-SH-coefficients
|
3 maanden geleden |
clayjohn
|
f4ccba7508
Use correct lightmap coefficients to ensure that the directional lightmap mode looks correct
|
3 maanden geleden |
clayjohn
|
1521e49c23
Antialias direct light samples in LightmapperRD
|
3 maanden geleden |
landervr
|
e7bd1b0673
Add denoiser range property for LightmapGI
|
6 maanden geleden |
Dario
|
cbc929edf0
Do not use a linear sampler on lightmapper when retrieving grid data.
|
10 maanden geleden |
Juan Linietsky
|
caef2be758
Tiny fix for lightmapper DDA
|
11 maanden geleden |
Dario
|
47214ea9f5
Optimize lightmapper using triangle clusters on the acceleration structure.
|
1 jaar geleden |
Dario
|
a9a197d2dc
Rewrite the GPU Lightmapper's indirect lighting logic to match Godot 3.5's CPU Lightmapper.
|
1 jaar geleden |
Dario
|
94c60ae556
Fix trace_ray() function in the lightmapper missing hits with large triangles.
|
1 jaar geleden |
Dario
|
1b2b726502
Replace OIDN denoiser with a JNLM denoiser compute shader implementation.
|
1 jaar geleden |
Hugo Locurcio
|
7831eedf1c
Fix directional LightmapGI being too dark with static lights
|
2 jaren geleden |
clayjohn
|
385ee5c70b
Implement Physical Light Units as an optional setting.
|
2 jaren geleden |
Priyansh Rathi
|
e995764e50
add support for soft shadows to the lightmapper
|
2 jaren geleden |
Rémi Verschelde
|
18d6b75ba8
RendererRD: Remove binding specifier for push constants
|
2 jaren geleden |
William Deurwaarder
|
2ee77f6f05
GPULightmapper: better algorithm to generate rays for indirect lighting
|
3 jaren geleden |
William Deurwaarder
|
a3f315c81b
GPULightmapper: increase ray triangle hit rate
|
3 jaren geleden |
Rémi Verschelde
|
9e05f80dae
Merge pull request #53744 from williamd67/GPULightmapper-prevent-endless-loop
|
3 jaren geleden |
William Deurwaarder
|
f3f64389ca
GPULightmapper: prevent loop with max iterations
|
3 jaren geleden |
William Deurwaarder
|
fbd95c3e53
GPULightmapper: process rays to sky in all bounces as active
|
3 jaren geleden |
William Deurwaarder
|
7c19684ee9
GPULightmapper exclude back-face triangles while calculating bounces
|
3 jaren geleden |
William Deurwaarder
|
e11dd6500a
GPULightmapper's triangles and their bounding box will be in-sync
|
3 jaren geleden |
jfons
|
6995b0429c
Assorted fixes to UV unwrapping and GPU lightmapper
|
3 jaren geleden |
reduz
|
d3b49c416a
Refactor GLSL shader compilation
|
3 jaren geleden |
jfons
|
99e1ce0690
Invert spotlight angle attenuation
|
3 jaren geleden |
reduz
|
446618cf94
Change the light attenuation formulas.
|
3 jaren geleden |
Rémi Verschelde
|
c74d65cec8
GLSL: Change shader type specifier from [vertex] to #[vertex]
|
4 jaren geleden |
Rémi Verschelde
|
07bc4e2f96
Style: Enforce separation line between function definitions
|
4 jaren geleden |
Rémi Verschelde
|
0be6d925dc
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
|
4 jaren geleden |