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path: root/scene/resources/material.cpp
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* -Implemented Proxy Textures (needed to solve the problem with ViewportTexture)Juan Linietsky2017-12-041-0/+6
| | | | -Properly use hierarchy to initialize resources local to scene (solves problem of GUI in 3D)
* Switch to textureLod for parallax offset, avoids errors on UWP.Juan Linietsky2017-11-271-3/+3
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* -Ability to choose operator for emission, closes #10441Juan Linietsky2017-11-151-1/+26
| | | | | -Ability to use proper operator for GI Probe, closes #10534 -Closes #12938 as it's no longer needed (thanks for the work though)
* fix a 'proximity_fade_distacne' typo in materialJakub Grzesik2017-10-251-1/+1
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* Revert "Rename Schlick GGX to GGX."Rémi Verschelde2017-10-231-4/+4
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* Rename Schlick GGX to GGX.Ferenc Arn2017-10-211-4/+4
| | | | | | | | Schlick's approximation and GGX are orthogonal concepts. Furthermore, it's usage so far has been inconsistent: we don't even use it with anisotropic SchlickGGX, and Burley (Disney) diffuse does use it while its name doesn't indicate it. The use of Schlick's approximation in Burley and GGX is an implementation detail and doesn't need to be reflected to the namig.
* Fix spatial shader conversion with textureHiroshi Ogawa2017-10-191-0/+9
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* Switched Burley/Lambert, and restored diffuse term to 0-1 range for ↵Juan Linietsky2017-10-011-3/+3
| | | | compatibility.
* Added light affect parameter to baked AOJuan Linietsky2017-09-231-0/+21
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* Fixes to rim parameter in shaderJuan Linietsky2017-09-231-4/+4
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* Ability to convert from SpatialMaterial to ShaderMaterialJuan Linietsky2017-09-221-0/+6
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* Added proximity and distance fade to SpatialMaterialJuan Linietsky2017-09-211-1/+115
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* Material: fix priority not intPoommetee Ketson2017-09-111-4/+4
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* hide next pass for material types that make it pointless, closes #10686Juan Linietsky2017-09-051-0/+11
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* Added transmission shader parameter.Juan Linietsky2017-09-031-2/+42
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* Made triplanar local space by default, world space optionally, closes #10159Juan Linietsky2017-09-021-24/+26
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* Removed ontop property, added a material rendering priority system. Fixes ↵Juan Linietsky2017-09-011-4/+31
| | | | #9935, closes #10135
* Fixed problem with non triplanar UV2 mode as described in issue. Closes #9979Juan Linietsky2017-08-311-1/+1
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* Merge pull request #10401 from maxim-sheronov/fix_particles_spritesheetRémi Verschelde2017-08-311-6/+6
|\ | | | | Fix UV calculation for spritesheet in particles
| * Fix UV calculation for spritesheet in particlesMaxim Sheronov2017-08-231-6/+6
| | | | | | | | Fix names of uniforms and make correct uv offset calculation
* | Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* | Cleanup tons of obsolete commented out codeRémi Verschelde2017-08-261-0/+1
|/ | | | | Mostly in EditorNode, dropping some obsolete editor plugins and also a cleanup of ProjectSettings/EditorSettings.
* ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-72/+72
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* Oops, fixed wrong color masking problem. Closes #10149Juan Linietsky2017-08-171-1/+2
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* Merge pull request #10194 from Keetz/update-default-valuesRémi Verschelde2017-08-111-2/+2
|\ | | | | Updated default values in SpatialMaterial and Environment
| * Updated default values in SpatialMaterial and EnvironmentRasmus Ketelsen2017-08-091-2/+2
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* | Removes type information from method bindsIgnacio Etcheverry2017-08-101-7/+7
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* -Restored Sprite3D to working function, fixes #2061, fixes #9738Juan Linietsky2017-08-081-7/+83
| | | | -Restored an alpha scissor property in Material
* -Added GLTF scene support (still missing animations and .glb extension)Juan Linietsky2017-08-021-9/+100
| | | | -Fixed bugs regarding tangent generation in SurfaceTool
* Merge pull request #9764 from Noshyaar/pr-fix2Rémi Verschelde2017-07-241-3/+3
|\ | | | | Add object type hint for docs
| * Add object type hint for docsPoommetee Ketson2017-07-231-3/+3
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* | Several changes to better run in mobile.Juan Linietsky2017-07-221-0/+10
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* [#7212] Fixed missing 'Variant' return values in documentation.ducdetronquito2017-07-111-1/+1
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* Some adjustments to toon material to make it more flexibleJuan Linietsky2017-07-081-1/+3
| | | | Ability to also disable specular
* Added triplanar mapping, toon mode, and more specular modes for materials. ↵Juan Linietsky2017-07-081-4/+104
| | | | Added multipass support for materials.
* -Added triplanar mapping modesJuan Linietsky2017-07-081-43/+205
| | | | -Some fixes to shader lang
* Clean up normalmapping, make sure tangents are imported correctly.Juan Linietsky2017-07-031-2/+2
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* Reworked translation systemJuan Linietsky2017-06-281-3/+3
| | | | | -Label and Button reload translation on the fly -Resources are loaded and reload depending on locale
* Usability improvements for folding. Unfortunately SpatialMaterial broke ↵Juan Linietsky2017-06-251-6/+6
| | | | compatibility.
* -Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to ↵Juan Linietsky2017-06-171-2/+0
| | | | | | | | make it more GLSL compatible -Fixed referencing of world_transform in fragment shader not working -Fixed unsycn bug related to getting shader param list from the server -Fixed getting all textures from shader properly, fixes #8353
* fix bug related to unshaded materials not working on MSVC. Not cleanest ↵Juan Linietsky2017-06-151-0/+2
| | | | solution, might think about how to improve later.
* -working SCREEN_TEXTURE, SCREEN_UV shader variablesJuan Linietsky2017-06-051-30/+38
| | | | | -Added refraction support for default material -Enabled BCS adjustments, as well as color correction.
* Added depth texture support (using parallax) to default material.Juan Linietsky2017-06-041-29/+132
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* Rework shading modes and change location of light shaderJuan Linietsky2017-06-011-1/+7
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* rewritten PBR implementation to make it friendlier with BlenderJuan Linietsky2017-05-311-63/+34
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* Several fixes related to PBR and EnvironmentJuan Linietsky2017-05-301-3/+3
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* New particle system, mostly working, some small features missing.Juan Linietsky2017-04-061-146/+401
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* Fix typo in FixedSpatialMaterialAndreas Haas2017-04-061-1/+1
| | | | NormapMap
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-550/+496
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code