sebastienlagarde
38bb305b
HDRenderPipeline: fix issue in a graphic test about metapass
7 年前
GitHub
803b9604
Merge pull request #829 from Unity-Technologies/Add-sRGB-support-for-color-picker-debug
Add sRGB support for color picker debug
7 年前
Julien Ignace
427df3eb
Missing files
7 年前
sebastienlagarde
64b952d8
Add sRGB support for color picker debug
7 年前
GitHub
27e9fd00
Merge pull request #828 from EvgeniiG/master
Handle the cookie repeat mode using the sampler for proper filtering
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
GitHub
3fc9fef0
Merge pull request #824 from EvgeniiG/master
Store the tangent vector in 11 bits
7 年前
Julien Ignace
9b8805cb
- Fixed Depth/Color size mismatch for scene view by copying our depth buffer into the right depth target
- Fixed gaussian/depth pyramid mipmap generation(size was wrong).
7 年前
GitHub
d85ad761
Merge pull request #827 from Unity-Technologies/Remove-shadow-dimmer-on-directional-light
Another way to remove additional settings for shadow
7 年前
Julien Ignace
03e54099
(WIP) Changed all HDRP RenderTextures to RTHandles
7 年前
GitHub
a85fe8fe
Merge pull request #826 from Unity-Technologies/Branch_WarningFix
Bundle of warning fixes.
7 年前
Remy
1460a3a6
Update GI Metapass template
7 年前
Julien Ignace
1a984f4b
Bundle of warning fixes.
7 年前
Frédéric Vauchelles
1fb483ef
[PlanarReflection] (wip) oblique frustrum drawing
7 年前
Remy
c4cbf10c
Add decal test scene
7 年前
GitHub
411083d3
Merge pull request #766 from Unity-Technologies/rthandle
Added a RT abstraction layer to handle scale-based sizing and auto-resize
7 年前
Frédéric Vauchelles
20e8e744
[PlanarReflection] Fixed standard refection probe proxy volume
7 年前
sebastienlagarde
04996a33
Another way to remove additional settings for shadow
7 年前
GitHub
2a9dd486
Merge pull request #825 from Unity-Technologies/Remove-shadow-dimmer-on-directional-light
Remove shadow dimmer on directional light
7 年前
Frédéric Vauchelles
085001f9
[PlanarProbe] Don't active planar probe when deactivated
7 年前
sebastienlagarde
21380ea7
Remove shadow dimmer on directional light
7 年前
Frédéric Vauchelles
6f37bc42
[PlanarReflection] Discard pixels out of oblique frustrum wen samplign environment
7 年前
uygar
251d7683
Added using the normal in deferred directional shadow passes if available.
7 年前
Frédéric Vauchelles
2f071063
[PlanarReflection] Added handles for capture mirror
7 年前
uygar
f7a762c8
Fixed wrong projection inversion being used for orthographic projections.
7 年前
Frédéric Vauchelles
8b3b4aa8
[PlanarPRobe] Use oblique matrix for baked planar probes
7 年前
uygar
c8556633
Changed shadow biasing. Biasing can now use normal and light vector information to avoid artifacts.
Added:
- normal+view biasing
- light view only biasing
- per sample biasing for wide PCF filters
- corner light leaking mitigation
- defines to control what type of biasing should be enabled
- a few new UI controls in the additionalshadowdata component
Removed previous biasing controls. They won't have any effect anymore.
7 年前
Frédéric Vauchelles
98ee4ecf
[PlanarReflection] Updated UI
7 年前
uygar
e374ee47
Shadows are now evaluated using the device projection matrices directly, making inverseZ handling in the shader unneccessary for PCF sampling.
7 年前
Frédéric Vauchelles
878fe6d0
[PlanarReflection] Fixed reflection probe
7 年前
Frédéric Vauchelles
7998876a
[PlanarReflection] Fixed disabling planar probe
7 年前
Frédéric Vauchelles
b3b971f1
[PlanarReflection] Use non oblique projection matrix for light culling
7 年前
Paul Melamed
e5b34b08
passing normalToWorld in material block properties
7 年前
John
3c40b17c
Merge brnganch 'LightweightPipeline' into LW-ScreenSpaceShadows
Fetching 5x5 tent PCF
7 年前
Paul Melamed
2ac82eae
Fixed cull and z test mode, because with blending decal values were blended twice per decal
7 年前
John
5fcbd9af
Cleanup, Integrations with Shadows.hlsl
7 年前
Felipe Lira
c4fe41bb
workaround to alleviate the bias cascade issue while we don't have a proper solution.
7 年前
Felipe Lira
c925c4c7
Converted fragment functions to use InputData struct so we can update more easily ShaderGraph template.
7 年前
Felipe Lira
db534016
shadowcoord is now using high precision
7 年前
Felipe Lira
cfca3b82
Computing shadow coord in vertex when not using cascades.
7 年前
Felipe Lira
a6a06406
removed comment left out as mistake.
7 年前
Felipe Lira
35f80d17
Updated shadow constants to cache propertyID
7 年前
Felipe Lira
46d124a0
Added 5x5 Tent filtering on desktop.
7 年前
Felipe Lira
98d9ef89
Moved ShadowSampling Tent function to a separate library so it can be used by LW without depending on ShadowContext.
7 年前
Robert Srinivasiah
8828b0b7
Rework cluster kernel name gen to relieve GC pressure
Originally, I concatenated strings in order to generated the clustered light list generation kernel name. But @chman pointed out this would be bad for the GC, since this code runs every frame.
So instead, I pre-generate the kernel names, and index into a 2D array to select the correct kernel string. Heck, it may even look nicer this way.
7 年前
Robert Srinivasiah
fecb6084
Extra comment re: ConfigureMSAADependentSettings
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
Robert Srinivasiah
9e90b376
Further cleanups for partial-functionality PR
Getting this branch ready to merge, even though we aren't at full functionality yet
7 年前
Robert Srinivasiah
3ad8312c
Proper QualitySettings interface
InitializeFrameSettings properly enables/disables MSAA path depending on the QualitySettings.antiAliasing value
We should probably display this in the AdditionalCameraData in the future.
7 年前
Robert Srinivasiah
42711992
Editor UI + QualitySettings adjusting MSAA HDRP paths
7 年前