godot/servers/rendering/renderer_rd/shaders
Allen Pestaluky 0c7f013c55 Improve Environment color adjustments; specifically brightness and HDR 2D contrast.
This commit changes adjustments to behave as follows for all rendering configurations:

- Apply brightness to linear-encoded values, preventing contrast, saturation, and hue from being affected.
- Apply contrast to perceptually uniform (nonlinear sRGB-encoded) values, matching existing behavior when HDR 2D is disabled and producing optimal visual quality.
- Apply saturation with even color channel weights. This causes brightness of certain colors to change, but matches existing behavior when HDR 2D is disabled.

Adjustments are applied after glow and tonemapping to match existing behavior.
2025-10-23 11:08:49 -04:00
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effects Improve Environment color adjustments; specifically brightness and HDR 2D contrast. 2025-10-23 11:08:49 -04:00
environment Fix spotlight's shadow with volumetric fog 2025-08-13 09:28:06 +02:00
forward_clustered Optimize vertex shader using mat3x4 to reduce bandwidth, load/store operations and ALUs 2025-09-26 23:20:08 -07:00
forward_mobile Add material debanding for use in Mobile rendering method. 2025-10-08 16:22:41 -04:00
blit.glsl Fix debanding for Mobile rendering method with HDR 2D. 2025-07-24 16:11:49 -04:00
canvas.glsl [MSDF] Fix outline bleed out at small sizes. 2025-08-31 23:35:33 +03:00
canvas_occlusion.glsl Optimize PointLight2D shadow rendering by reducing draw calls and RD state changes. 2024-12-17 07:41:09 -08:00
canvas_sdf.glsl RendererRD: Remove binding specifier for push constants 2022-02-11 18:42:32 +01:00
canvas_uniforms_inc.glsl Add shader baker to project exporter. 2025-05-27 12:45:27 -03:00
cluster_data_inc.glsl Create mobile renderer 2021-05-03 21:54:11 +10:00
cluster_debug.glsl RendererRD: Remove binding specifier for push constants 2022-02-11 18:42:32 +01:00
cluster_render.glsl [macOS] Selectively bake specific shader variants for MoltenVK. 2025-07-09 20:09:56 +03:00
cluster_store.glsl RendererRD: Remove binding specifier for push constants 2022-02-11 18:42:32 +01:00
decal_data_inc.glsl Optimize Mobile renderer by using FP16 explicitly. 2025-06-09 14:39:35 -03:00
giprobe_write.glsl RendererRD: Remove binding specifier for push constants 2022-02-11 18:42:32 +01:00
half_inc.glsl Optimize Mobile renderer by using FP16 explicitly. 2025-06-09 14:39:35 -03:00
light_data_inc.glsl Optimize Mobile renderer by using FP16 explicitly. 2025-06-09 14:39:35 -03:00
particles.glsl Fix: Mass property particle shader error 2025-01-28 21:00:26 -05:00
particles_copy.glsl Fixed z-billboard-y-velocity to correctly respect non-uniform scale instead of averaging scale 2023-09-08 20:01:57 +01:00
samplers_inc.glsl Style: Trim trailing whitespace and ensure newline at EOF 2024-05-08 10:12:46 +02:00
scene_data_inc.glsl Optimize vertex shader using mat3x4 to reduce bandwidth, load/store operations and ALUs 2025-09-26 23:20:08 -07:00
scene_forward_aa_inc.glsl Optimize Mobile renderer by using FP16 explicitly. 2025-06-09 14:39:35 -03:00
scene_forward_gi_inc.glsl Reduce the number of samplers used by the scene shaders 2023-12-15 17:13:44 -07:00
scene_forward_lights_inc.glsl Fix scene shader crash due to rename of view matrix and inverse view matrix 2025-10-07 13:36:23 -07:00
scene_forward_vertex_lights_inc.glsl Optimize Mobile renderer by using FP16 explicitly. 2025-06-09 14:39:35 -03:00
SCsub Adding ability to include build-in include files (precursor to custom shader templates) 2024-11-24 08:47:45 +11:00
skeleton.glsl Vertex and attribute compression to reduce the size of the vertex format. 2023-10-05 12:02:23 -06:00