godot/servers/rendering/renderer_rd/shaders/forward_clustered
clayjohn 9a1def8da1 Add new StandardMaterial properties to allow users to control FPS-style objects (hands, weapons, tools close to the camera)
Add new shader built in Z_CLIP_SCALE to easily adjust clipping distance to avoid clipping walls etc.

Add fov_override to StandardMaterial3D to easily have a custom FOV for FPS objects

Add IN_SHADOW_PASS built-in to shaders for tweaking materials without impacting shadow maps
2025-05-21 10:16:05 -03:00
..
best_fit_normal.glsl Use best fit normals for storing screen space normals 2023-12-21 14:41:29 -07:00
integrate_dfg.glsl Replace BRDF approximation with a DFG LUT 2025-05-08 10:23:35 -06:00
scene_forward_clustered.glsl Add new StandardMaterial properties to allow users to control FPS-style objects (hands, weapons, tools close to the camera) 2025-05-21 10:16:05 -03:00
scene_forward_clustered_inc.glsl Add support for bent normals for indirect lighting and specular occlusion 2025-05-12 12:52:04 +02:00
SCsub SCons: Add unobtrusive type hints in SCons files 2024-09-25 09:34:35 -05:00