sebastienlagarde
b2780d61
Add a subsurface scattering manager to allocate RT
7 年前
sebastienlagarde
f3d7f5bf
Address feedback
7 年前
sebastienlagarde
4b3eb2ca
Move files to subsurface scattering folder and code to subsurface manager
7 年前
Sebastien Lagarde
44dc1fce
Move SSS files, move code to Subsurface manager
- Add various resource to the render pipeline asset
- Move SSS shader/CS from lit to subsurface folder
- Move SSS related function from HDRenderPipeline to SubsurfaceManager
- Rename renderPipelinesResources to renderPipelineResources at various
place
7 年前
Sebastien Lagarde
8627b7a9
Update render pipeline resource for graphic test
7 年前
Robert Srinivasiah
8dcec595
Move all RenderTexture creation to RenderTextureDescriptor
7 年前
Sebastien Lagarde
3900be38
Revert various change, as RenderTexture are needed for UAV + fix issue in Jimenez
7 年前
Sebastien Lagarde
0f08d1ce
Move SSS PushGlobalParams code into SSS Manager
7 年前
Sebastien Lagarde
b8b6dd9b
Push second draft
7 年前
sebastienlagarde
1dc58532
Add global/local/debug system (Working version)
7 年前
sebastienlagarde
feabd543
another round of change
7 年前
sebastienlagarde
cf6142d2
Another no compiling draft
7 年前
sebastienlagarde
2c5f3036
Update frame settings - adress various feedback
- Rename GlobalFrameSettings => RenderPipelineSettigs
- Remove various struct and put variables in RenderPipelineSettigs/FrameSettings directly
- Add better management of camera rename/disabling with debug menu
- Add EnableObjectMotionVector
7 年前
Robert Srinivasiah
8e50e01c
More post-merge fixes for SSSManager
7 年前
Robert Srinivasiah
8f06f09b
Missed instance of legacy GetTemporaryRT
7 年前
Sebastien Lagarde
505c829f
HDRenderPipeline: use width instead of height for depth and color pyramid for consistency
+ use sRGB for SSSBuffer in forward only
7 年前
Robert Srinivasiah
847eac52
Remove redundant clear of SSS filtering target
Looks like an accidental leftover
7 年前
sebastienlagarde
87474f24
Change selection of SSS method from dynamic to static
7 年前
GitHub
af675f6c
Update SubsurfaceScatteringManager.cs
7 年前
sebastienlagarde
71b735aa
HDRenderPipeline: Add stencil readmask where it make sense
7 年前
Sebastien Lagarde
a8ab890d
Rename SubsurfaceScattering Settings/Editor to DiffusionProfile + various file renaming/moving
7 年前
Sebastien Lagarde
814bb007
Decouple SSS and Transmission option
Rename EnableSSSAndTransmission as EnableSubsurfaceScattering and
EnableTransmission
Note: Disabling Transmission doesn't save the ALU if it is enabled in
the profile
+ Add supportSubsurfaceScattering in UI
+ Small cosmetic rearrangement at the beginning of lit.hlsl
7 年前
Sebastien Lagarde
eb916f23
More draft
7 年前
sebastienlagarde
6a8cf97f
use transmission tint to disable transmittance instead of adding a multiplier
7 年前
Thomas
69b36beb
Moved the custom sampler stuff out of HDRenderPipeline and streamlined the API
7 年前
GitHub
d9a17bb3
Merge pull request #771 from Unity-Technologies/cleanup-misc
Small fixes, cleanup
7 年前
Robert Srinivasiah
3b9c6146
Remove UAV hack from CoreUtils.UpdateRenderTextureDescriptor
Properly manage UAV + MSAA from the code that calls CreateCmdTemporaryRT
Plus some extra cleanups
7 年前
sebastienlagarde
fa4d6567
Fix missing stencil mask in SSS jimenez version
7 年前
Julien Ignace
03e54099
(WIP) Changed all HDRP RenderTextures to RTHandles
7 年前
Julien Ignace
d7f39ddf
- Added new HDUtils RenderTarget utilities that set viewport correctly for scaled RTs in HDRP
- Changed all calls in HDRP.
7 年前
Paul Melamed
163fdc44
Intermediate commit
7 年前
Paul Melamed
8c9541db
Filling out HTile mask in DBuffer, fix for material foldout update on decal material change
7 年前
sebastienlagarde
c3198024
Merge remote-tracking branch 'refs/remotes/origin/master' into hdrp-msaa
7 年前
Paul Melamed
3441b497
Merge branch 'master' into prototype/decals_gpu_optimization
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs
7 年前
Julien Ignace
950b560d
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RTRefactoring
# Conflicts:
# ScriptableRenderPipeline/Core/CoreRP/CoreUtils.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.asset
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs
7 年前
Julien Ignace
bac44977
Post merge fixes
7 年前
sebastienlagarde
a640342d
Remove 's' in SupportsXXX
7 年前
sebastienlagarde
116379ee
Add memory RT name/information everywhere
7 年前
Evgenii Golubev
5565550b
Do not use the 32x32 macrotile order
All we care about is the optimal layout inside each 8x8 tile
7 年前
Evgenii Golubev
518ddfa0
Add an option to oversample SSS in the settings
7 年前
Evgenii Golubev
2202a083
Remove UnityPerCamera, introduce UnityPerView
7 年前
GitHub
0b924990
Fix the ordering of SetRenderTarget() calls
Avoid binding the same texture as an RT and a UAV.
7 年前
Frédéric Vauchelles
7a47594e
Updated RTHandle class to an instance class
7 年前
Evgenii Golubev
8d663ac4
Merge upstream/master
7 年前
Frédéric Vauchelles
09596c67
Merge branch 'master' into feature/SSR
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
7 年前
sebastienlagarde
3094fbeb
Fix issue with smoothness and sky lighting
7 年前
sebastienlagarde
01cd6f98
Add FrameSettings to hdCamera
7 年前
Tim Cooper
fafb59af
Run code formatter.
7 年前
sebastienlagarde
bba0731d
HDRP: Change settigs name from supportForwardOnly to supportOnlyForward
7 年前
Evgenii Golubev
6c2d5efb
Rename SSS quality levels
7 年前
GitHub
80d748f5
Add light linking support ( #1758 )
* HDRP: Add support of light layering for forward (first draft)
TODO:
- Test instancing
- Check perf
- add an option to disable light layer support + in frameSettings
- add deferred rendering support (mean add an optional extra GBuffer)
* Add LightLinking support (version 1 - compile)
This PR add support of LightLayers feature.
To use it, setup mask renderingLayers on renderers and LightLayers on a lights. If a logical and of both give a non 0 value, the light is apply, otherwise it isn't.
This mean that by default LightLayers is 1 and RenderingLayers is 1. Then user can say LightLayers is only 2 and it will only affect renderingLayers with 2 or 3 mask value.
LightLayers require an extra GBuffer in deferred, mean it have extra bandwidth and memory cost.
LightLayers once enabled in HDRPAsset with SupportLightLayers can be control by FrameSettings. Mean a camera can enable extra RT only for an in game cinematic.
This PR refactor...
6 年前