Robert Srinivasiah
1a077742
Extensive notes about what and how to stereo-ize clustered light gen
Strictly comments, but this lays out the infrastructure needed to support stereo
Basically:
* Screen-space texture? Generate stereo corrected coordinates
* Light cull data (view dependent)? Generate stereo corrected indices
* BigTile lookup? Generate stereo corrected indices
* Screen-space light AABBs? Generate stereo corrected indices
* Using projection matrices? Stereo indexing
* Writing out layared offsets or backplane info? Stereo corrected
The only thing that really doesn't get stereo corrected is the clustered light list, as they are tightly allocated, completely independent of cluster location.
7 年前
Peter Bay Bastian
b8114a3a
Update ShaderGraph submodule (DO NOT BACKPORT)
7 年前
Joel de Vahl
73b75a26
Make sure we get the correct lightmap decode parameters when in gamma mode
7 年前
GitHub
ceaafcae
Rename the "Enable Ultra Quality SSS" option
7 年前
Robert Srinivasiah
14e8b51f
Merge remote-tracking branch 'origin/master' into hdrp-xr-bigtile
7 年前
sebastienlagarde
6d6c47f8
Fixed comment and typo about line light function/calculation
7 年前
Robert Srinivasiah
bbed8914
Cleanup comments
And actually rename s_TempIntArray!
7 年前
Andre McGrail
c59ab44d
Meta Fix, using world2clip instead of pbject2clip
7 年前
sebastienlagarde
b25e74b2
Various light fix for HD
- Light was incorrectly initialize with physical light unit
- hide toggle default editor
- hide warning of reflection probe that spam the console
7 年前
Robert Srinivasiah
1dbc76c2
Working implementation of stereo big tile
Need to clean up comments, but wanted to leave them in here for posterity (useful dev notes in there)
7 年前
GitHub
f469d277
Merge pull request #1024 from Unity-Technologies/LW-MaterialUpgrades
Lw material upgrades
7 年前
Robert Srinivasiah
ca84b696
Create LightCullUtils.hlsl to manage light index generation
We use our light index, stereo eye index, and number of lights to generate various indices into our light cull buffers. Instead of re-calculating stuff in every shader, we should have a common place to do these calculations!
7 年前
GitHub
6a69b095
Merge pull request #1021 from Unity-Technologies/lwrp-xr-per-cam
LWRP - Disable stereo on cams that don't have both target eyes enabled
7 年前
Robert Srinivasiah
35e49053
Support stereoized g_mScrProjectionArr in bigtile
eyeIndex is sourced from GroupID.z
7 年前
GitHub
793fe433
Merge pull request #1020 from Unity-Technologies/lwrp-xr-shader-fixes
LWRP XR Fixes
7 年前
Robert Srinivasiah
a9ca9749
Annotate changes needed in Big Tile Shader
Just comments
7 年前
Robert Srinivasiah
3c4b3fab
LWRP - Disable stereo on cams that don't have both target eyes enabled
Pretty simple change, was a mistake to omit. Mirrors logic in HDRP FrameSettings
7 年前
GitHub
52091cce
Merge pull request #1022 from Unity-Technologies/update-shadergraph
Update ShaderGraph submodule
7 年前
Robert Srinivasiah
7733d48a
Merge remote-tracking branch 'origin/master' into hdrp-xr-bigtile
7 年前
sebastienlagarde
c7dc67eb
Make sure passes that require UV2 and UV3 actually have access to them
7 年前
GitHub
41034aa7
Merge pull request #1016 from Unity-Technologies/pr/1014
Pr 1014
7 年前
sebastienlagarde
5ca9a48a
Move Shader.globalRenderPipeline = "HDRenderPipeline" at a better place
7 年前
sebastienlagarde
2e64322b
Rename HDPipeline => HDRenderPipeline + Fix issue with decal.shader
7 年前
Matt Dean
938ae294
Add pipeline subshader tags for HD
7 年前
GitHub
47d42b36
Merge pull request #1 from Unity-Technologies/master
Merge from main
7 年前
GitHub
c1b7ac66
Merge pull request #1012 from Unity-Technologies/HDRP_MaterialUpgrader
Hdrp material upgrader
7 年前
Remy
50623c84
Merge remote-tracking branch 'origin/master' into HDRP_MaterialUpgrader
7 年前
sebastienlagarde
29c37387
HDRenderPipeline: fix compil issue in upgrader
7 年前
Joel de Vahl
398a11e4
Fixed a few upgrading bugs
7 年前
sebastienlagarde
00c5c204
Fix wrong pragma
7 年前
Joel de Vahl
56f21e1e
Merge remote-tracking branch 'origin/master' into LW-MaterialUpgrades
7 年前
Evgenii Golubev
e8f79895
Remove EvalShadow_SampleClosestDistance_Cascade()
7 年前
GitHub
456f99ff
Merge pull request #1011 from Unity-Technologies/decals/tex2dlod_and_atlas_fix
Fix compiler warning for sampling textures without lod in dynamic bra…
7 年前
Evgenii Golubev
a2909c99
Fix the shadow index bug
7 年前
Paul Melamed
66660c1e
Fix compiler warning for sampling textures without lod in dynamic branch, and fix decal atlas and mesh initialization.
7 年前
Evgenii Golubev
422e0f93
Optimize
7 年前
GitHub
a29f9db9
Merge pull request #1010 from Unity-Technologies/fix-shader-warning
Fix several shader and C# warning
7 年前
Evgenii Golubev
c1b1ac91
Properly disable mixed thickness mode for directional lights
7 年前
Sebastien Lagarde
edfea7bc
Fix several shader and C# warning
7 年前
Evgenii Golubev
8b36e2c8
Remove fixed-mode transmittance evaluation from directional lights
7 年前
GitHub
2571ef70
Merge pull request #983 from Kink3d/master
Upgrade Lightweight shaders and UI to closer match HD and Shader Graph
7 年前
Evgenii Golubev
3e0ba18e
Use the full Disney formulation for transmission
7 年前
GitHub
5536e887
Merge pull request #1001 from Unity-Technologies/build/automation
Further preparation for automation
7 年前
Evgenii Golubev
6f21cb07
Implement an approximation for mixed-mode transmission
7 年前
GitHub
18c59b2f
Merge pull request #1009 from Unity-Technologies/LW-gles2-fix
Added 'prefer_hlslcc' directive
7 年前
Evgenii Golubev
d474e7e5
Always use wrapped NdotL for transmission
7 年前
uygar
3e0f23cb
Added flow control macros to more platforms. The source initially passes through the hlsl compiler which understands these directives, independent of the platform compiler.
7 年前
Paul Melamed
ace24f84
After cleanup set texture atlas and decal mesh to null so that they get recreated.
7 年前
Evgenii Golubev
46f87a0c
Rename
7 年前
Andre McGrail
1c97d1e4
Added 'prefer_hlslcc' directive
7 年前