Commit History

Autor SHA1 Mensaxe Data
  landervr e7bd1b0673 Add denoiser range property for LightmapGI hai 9 meses
  Dario cbc929edf0 Do not use a linear sampler on lightmapper when retrieving grid data. hai 1 ano
  Juan Linietsky caef2be758 Tiny fix for lightmapper DDA hai 1 ano
  Dario 47214ea9f5 Optimize lightmapper using triangle clusters on the acceleration structure. hai 1 ano
  Dario a9a197d2dc Rewrite the GPU Lightmapper's indirect lighting logic to match Godot 3.5's CPU Lightmapper. hai 1 ano
  Dario 94c60ae556 Fix trace_ray() function in the lightmapper missing hits with large triangles. hai 1 ano
  Dario 1b2b726502 Replace OIDN denoiser with a JNLM denoiser compute shader implementation. hai 1 ano
  Hugo Locurcio 7831eedf1c Fix directional LightmapGI being too dark with static lights %!s(int64=2) %!d(string=hai) anos
  clayjohn 385ee5c70b Implement Physical Light Units as an optional setting. %!s(int64=2) %!d(string=hai) anos
  Priyansh Rathi e995764e50 add support for soft shadows to the lightmapper %!s(int64=2) %!d(string=hai) anos
  Rémi Verschelde 18d6b75ba8 RendererRD: Remove binding specifier for push constants %!s(int64=3) %!d(string=hai) anos
  William Deurwaarder 2ee77f6f05 GPULightmapper: better algorithm to generate rays for indirect lighting %!s(int64=3) %!d(string=hai) anos
  William Deurwaarder a3f315c81b GPULightmapper: increase ray triangle hit rate %!s(int64=3) %!d(string=hai) anos
  Rémi Verschelde 9e05f80dae Merge pull request #53744 from williamd67/GPULightmapper-prevent-endless-loop %!s(int64=3) %!d(string=hai) anos
  William Deurwaarder f3f64389ca GPULightmapper: prevent loop with max iterations %!s(int64=3) %!d(string=hai) anos
  William Deurwaarder fbd95c3e53 GPULightmapper: process rays to sky in all bounces as active %!s(int64=3) %!d(string=hai) anos
  William Deurwaarder 7c19684ee9 GPULightmapper exclude back-face triangles while calculating bounces %!s(int64=3) %!d(string=hai) anos
  William Deurwaarder e11dd6500a GPULightmapper's triangles and their bounding box will be in-sync %!s(int64=3) %!d(string=hai) anos
  jfons 6995b0429c Assorted fixes to UV unwrapping and GPU lightmapper %!s(int64=3) %!d(string=hai) anos
  reduz d3b49c416a Refactor GLSL shader compilation %!s(int64=3) %!d(string=hai) anos
  jfons 99e1ce0690 Invert spotlight angle attenuation %!s(int64=4) %!d(string=hai) anos
  reduz 446618cf94 Change the light attenuation formulas. %!s(int64=4) %!d(string=hai) anos
  Rémi Verschelde c74d65cec8 GLSL: Change shader type specifier from [vertex] to #[vertex] %!s(int64=4) %!d(string=hai) anos
  Rémi Verschelde 07bc4e2f96 Style: Enforce separation line between function definitions %!s(int64=4) %!d(string=hai) anos
  Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks %!s(int64=4) %!d(string=hai) anos
  Juan Linietsky 1bea8e1eac New lightmapper %!s(int64=4) %!d(string=hai) anos