bevy/crates/bevy_pbr/src/render
Patrick Walton 56aa90240e
Only include distance fog in the PBR shader if the view uses it. (#17495)
Right now, we always include distance fog in the shader, which is
unfortunate as it's complex code and is rare. This commit changes it to
be a `#define` instead. I haven't confirmed that removing distance fog
meaningfully reduces VGPR usage, but it can't hurt.
2025-01-23 05:24:54 +00:00
..
build_indirect_params.wgsl Use multi_draw_indirect_count where available, in preparation for two-phase occlusion culling. (#17211) 2025-01-14 21:19:20 +00:00
clustered_forward.wgsl Cluster light probes using conservative spherical bounds. (#13746) 2024-12-05 13:07:10 +00:00
fog.rs Rename rendering components for improved consistency and clarity (#15035) 2024-09-10 01:11:46 +00:00
fog.wgsl
forward_io.wgsl Add UV channel selection to StandardMaterial (#13200) 2024-05-13 18:23:09 +00:00
gpu_preprocess.rs Move Resource trait to its own file (#17469) 2025-01-21 19:47:08 +00:00
light.rs Support non-Vec data structures in relations (#17447) 2025-01-20 21:26:08 +00:00
mesh_bindings.rs Allow clippy::too_many_arguments to lint without warnings (#17249) 2025-01-09 07:26:15 +00:00
mesh_bindings.wgsl Fix meshlet shaders for bindless mode. (#16825) 2024-12-24 02:39:18 +00:00
mesh_functions.wgsl Fix meshlet shaders for bindless mode. (#16825) 2024-12-24 02:39:18 +00:00
mesh_preprocess_types.wgsl Use multi_draw_indirect_count where available, in preparation for two-phase occlusion culling. (#17211) 2025-01-14 21:19:20 +00:00
mesh_preprocess.wgsl Use multi_draw_indirect_count where available, in preparation for two-phase occlusion culling. (#17211) 2025-01-14 21:19:20 +00:00
mesh_types.wgsl Implement bindless lightmaps. (#16653) 2024-12-16 23:37:06 +00:00
mesh_view_bindings.rs Move Resource trait to its own file (#17469) 2025-01-21 19:47:08 +00:00
mesh_view_bindings.wgsl Fix WGSL formatting inconsistency on mesh_view_binding (#16202) 2024-11-04 15:32:38 +00:00
mesh_view_types.wgsl Introduce support for mixed lighting by allowing lights to opt out of contributing diffuse light to lightmapped objects. (#16761) 2024-12-16 23:48:33 +00:00
mesh.rs Only include distance fog in the PBR shader if the view uses it. (#17495) 2025-01-23 05:24:54 +00:00
mesh.wgsl Batch skinned meshes on platforms where storage buffers are available. (#16599) 2024-12-10 17:50:03 +00:00
mod.rs Batch skinned meshes on platforms where storage buffers are available. (#16599) 2024-12-10 17:50:03 +00:00
morph.rs Type safe retained render world (#15756) 2024-10-10 18:47:04 +00:00
morph.wgsl Implement motion vectors and TAA for skinned meshes and meshes with morph targets. (#13572) 2024-05-31 17:02:28 +00:00
parallax_mapping.wgsl Fix meshlet shaders for bindless mode. (#16825) 2024-12-24 02:39:18 +00:00
pbr_ambient.wgsl
pbr_bindings.wgsl Make StandardMaterial bindless. (#16644) 2024-12-10 17:48:56 +00:00
pbr_fragment.wgsl Fix non-meshlet shaders for non-bindless mode (#16966) 2024-12-26 18:00:21 +00:00
pbr_functions.wgsl Only include distance fog in the PBR shader if the view uses it. (#17495) 2025-01-23 05:24:54 +00:00
pbr_lighting.wgsl Introduce support for mixed lighting by allowing lights to opt out of contributing diffuse light to lightmapped objects. (#16761) 2024-12-16 23:48:33 +00:00
pbr_prepass_functions.wgsl Implement bindless lightmaps. (#16653) 2024-12-16 23:37:06 +00:00
pbr_prepass.wgsl Update the prepass for the bindless lightmap changes. (#16855) 2024-12-17 19:21:12 +00:00
pbr_transmission.wgsl Update typos (#17126) 2025-01-03 17:44:26 +00:00
pbr_types.wgsl Revert "Make FOG_ENABLED a shader_def instead of material flag (#13783)" (#13803) 2024-06-10 23:25:16 +00:00
pbr.wgsl Forward decals (port of bevy_contact_projective_decals) (#16600) 2025-01-15 02:31:30 +00:00
rgb9e5.wgsl
shadow_sampling.wgsl Place percentage-closer soft shadows behind a feature gate to save on samplers. (#16068) 2024-10-24 21:16:00 +00:00
shadows.wgsl Implement percentage-closer soft shadows (PCSS). (#13497) 2024-09-18 18:07:17 +00:00
skin.rs Batch skinned meshes on platforms where storage buffers are available. (#16599) 2024-12-10 17:50:03 +00:00
skinning.wgsl Batch skinned meshes on platforms where storage buffers are available. (#16599) 2024-12-10 17:50:03 +00:00
utils.wgsl Per-meshlet compressed vertex data (#15643) 2024-10-08 18:42:55 +00:00
view_transformations.wgsl Normalise matrix naming (#13489) 2024-06-03 16:56:53 +00:00
wireframe.wgsl