Sebastien Lagarde
|
caf80e26
|
HDRenderLoop: Add area light support, first draft
|
8 年前 |
sebastienlagarde
|
3234ad1e
|
HDRenderLoop: Add area light code (not working)
|
8 年前 |
Evgenii Golubev
|
8de2e009
|
Update the normalization of Baum's equation
|
8 年前 |
Sebastien Lagarde
|
25234e00
|
HDRenderLoop: Test about packing all GBufer in two RT U16
This will not work for now but allow to stress the design in some comple
case. May be remove later or adapted
|
8 年前 |
Evgenii Golubev
|
ee804935
|
Correct a factual mistake in the comment
|
8 年前 |
Evgenii Golubev
|
105f41c5
|
Add area light support with Fresnel and Disney Diffuse
|
8 年前 |
Evgenii Golubev
|
87dfa441
|
Implement a small LTC optimization
|
8 年前 |
Evgenii Golubev
|
be9aaa74
|
Use FastACos for the area light code
|
8 年前 |
Evgenii Golubev
|
472d34b5
|
Add the initial impl. of LTC line light Lambertian diffuse shading
|
8 年前 |
Evgenii Golubev
|
4e6796fb
|
Update comments
|
8 年前 |
Evgenii Golubev
|
ffa02031
|
Fix, clean up and optimize the line light code
|
8 年前 |
Evgenii Golubev
|
22326553
|
Optimize and clean up LineIrradiance()
|
8 年前 |
Evgenii Golubev
|
ca4fef9f
|
Add the initial implementation of LTC line lights
|
8 年前 |
Evgenii Golubev
|
8ba9f706
|
Make the LTC line algorithm numerically safe
|
8 年前 |
Evgenii Golubev
|
702da3ab
|
Replace the reciprocal with the division for readability
|
8 年前 |
Sebastien Lagarde
|
97a2db70
|
HDRenderLoop: Premultiply EmissiveIntensity and EmissiveColor + few renaming
|
8 年前 |
Evgenii Golubev
|
d71ed4a1
|
Remove the function sq()
|
8 年前 |
Evgenii Golubev
|
95829e58
|
Enforce the evaluation order for correct constant propagation
|
8 年前 |
Evgenii Golubev
|
0ad558b0
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
|
8 年前 |
Evgenii Golubev
|
1575f4d9
|
Add a TODO
|
8 年前 |
Evgenii Golubev
|
9b69f28e
|
Use fast inverse-transpose to compute the width factor
|
8 年前 |
Evgenii Golubev
|
3ac32c0f
|
Use FastATan() for LTC line lights
No visual difference.
|
8 年前 |
sebastienlagarde
|
ace22e14
|
HDRenderLoop: Submit optimization from Rune on area lights
|
8 年前 |
Evgenii Golubev
|
b2ff5346
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
|
8 年前 |
Evgenii Golubev
|
ccc496ee
|
Fix a subtle line light bug
|
8 年前 |
Evgenii Golubev
|
d5c65b58
|
Clamp to prevent area light artifacts
|
8 年前 |
Evgenii Golubev
|
96c60309
|
Orthonormalize TBN
|
8 年前 |
sebastienlagarde
|
66834685
|
HDRenderPipeline: Add Layered Displacement + fix issue with sky + some clean
- HDRI reflection is flipped, but HDRI and procedural sky are flipped
each other. For now fix the HDRI sky and we will fix procedural sky
after
|
8 年前 |
Evgenii Golubev
|
b2078ba9
|
Optimize edge integration for area lights
|
8 年前 |
Evgenii Golubev
|
8aa6992f
|
Implement the sphere horizon clipping approximation (broken; disabled for now)
|
8 年前 |
Evgenii Golubev
|
928a8224
|
Use numerically approximated edge factors
|
8 年前 |
Evgenii Golubev
|
f9ba5f18
|
Implement small trig optimizations
|
8 年前 |
Evgenii Golubev
|
e6e7ecba
|
Factor out DiffuseSphereLightIrradiance()
|
8 年前 |
Evgenii Golubev
|
7fd989cc
|
Remove the double sided option for area lights
It reduces performance and doesn't trivially extend to the sphere light approximation.
|
8 年前 |
Evgenii Golubev
|
f2996a24
|
Improve numerical robustness of diffuse sphere lighting
|
8 年前 |
Evgenii Golubev
|
08f57027
|
Enable the sphere light approximation
|
8 年前 |
Evgenii Golubev
|
6ac1b296
|
Add a minor numerical improvement
|
8 年前 |
Evgenii Golubev
|
e449b44b
|
Improve code formatting
|
8 年前 |
Evgenii Golubev
|
db01df22
|
Implement the Frostbite version of sphere area lights
|
8 年前 |
Evgenii Golubev
|
05b6659e
|
Save 4 cycles in DiffuseSphereLightIrradiance()
|
8 年前 |
Evgenii Golubev
|
655339b9
|
Optimize branches a bit
|
8 年前 |
Evgenii Golubev
|
524431e8
|
Factor out common code
|
8 年前 |
Evgenii Golubev
|
25a85c71
|
Revert the full horizon occlusion case
|
8 年前 |
Evgenii Golubev
|
9644d0d6
|
Further optimize DiffuseSphereLightIrradiance()
|
8 年前 |
Evgenii Golubev
|
2c75ceb4
|
Use the greater-or-equal comparison (better behaved)
|
8 年前 |
Evgenii Golubev
|
97db196f
|
Simplify further
|
8 年前 |
Evgenii Golubev
|
58917ffe
|
Eliminate artifacts at the boundary of the area light
|
8 年前 |
Sebastien Lagarde
|
ace26df8
|
HDRenderPipeline: Fix issue with GetShiftedNormal (cause artifact in diffuse lighting)
|
8 年前 |
Evgenii Golubev
|
018f4daf
|
Optimize and add Mathematica notes
|
8 年前 |
Evgenii Golubev
|
819753de
|
Replace saturate() with a max() to work around a PS4 compiler bug
|
8 年前 |
Evgenii Golubev
|
3b0e865d
|
Fix the Mathematica code
|
8 年前 |
Evgenii Golubev
|
1fdb1555
|
Update comments
|
8 年前 |
Evgenii Golubev
|
6bf3cfb7
|
Add a numerical fit for DiffuseSphereLightIrradiance()
|
8 年前 |
Evgenii Golubev
|
2322ea2a
|
Avoid a compiler warning
|
8 年前 |
Evgenii Golubev
|
0ecd61d6
|
Save 2 cycles
|
8 年前 |
Evgenii Golubev
|
7d130a77
|
Remove the case which acos() does not support
|
8 年前 |
Evgenii Golubev
|
4b648a68
|
Add full horizon clipping
|
8 年前 |
Evgenii Golubev
|
8fc77bcd
|
Do the simplest thing possible
|
8 年前 |
Evgenii Golubev
|
4cdf5753
|
Implement fake horizon clipping
|
8 年前 |
Evgenii Golubev
|
013ae3a2
|
Clean up and optimize a bit
|
8 年前 |
Evgenii Golubev
|
bb60eead
|
Update comments
|
8 年前 |
Evgenii Golubev
|
091d4389
|
Make sure there is no energy loss when the light is entirely above the horizon
|
8 年前 |
Evgenii Golubev
|
c430aa46
|
Tweak the area light approximation
|
8 年前 |
Evgenii Golubev
|
ff7d6139
|
Improve formatting
|
8 年前 |
Evgenii Golubev
|
2a173afd
|
Avoid a compiler warning
|
8 年前 |
Evgenii Golubev
|
f5110cd2
|
Save 1 cycle
|
8 年前 |
Evgenii Golubev
|
4406b447
|
Update the sphere light approximation
|
8 年前 |
Evgenii Golubev
|
1a8376bc
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
|
8 年前 |
Evgenii Golubev
|
31365e67
|
Add another sphere light approximation
|
8 年前 |
Evgenii Golubev
|
0f88492f
|
Clean up #defines
|
8 年前 |
Evgenii Golubev
|
ba07b13e
|
Remove a bad numerical fit for DiffuseSphereLightIrradiance()
|
8 年前 |
Evgenii Golubev
|
b51681c8
|
Remove the workaround for the PSSL compiler bug (it's been fixed)
|
8 年前 |
Evgenii Golubev
|
4bc21a86
|
Optimize area lights a bit
|
7 年前 |
sebastienlagarde
|
d83489f4
|
Change ShaderLibrary to use REAL instead of float/half
|
7 年前 |
sebastienlagarde
|
ecdf681c
|
ShaderLibrary, change REAL to real
|
7 年前 |
Evgenii Golubev
|
b2d2386b
|
Make the Shader Library less real
|
7 年前 |
uygar
|
275279fa
|
Introduced new macros for flow control attributes.
|
7 年前 |