92 次代码提交 (13ae3ef8-c8ae-479a-9920-dc1de67a9352)

作者 SHA1 备注 提交日期
Stephane Laroche 3187dab5 New StackLit forward only material: Can serve as a basic template for a new lit material creation with a different lighting code path glued in material.hlsl. 7 年前
sebastienlagarde 66ff4e4a Add normal view debug mode 7 年前
Stephane Laroche ad31624f -Add base 2 lobe specular GGX along with inputs and UI. 7 年前
Sebastien Lagarde 4a161d5a HDRenderPipeline: Sharing envlight code 7 年前
sebastienlagarde fbf1ccab Remove indirect GTAO debug mode 7 年前
Stephane Laroche 61ee5830 Merge branch 'master' into stacklit 7 年前
Stephane Laroche 32c8ec15 -Add slight changes from similar Lit material code changes. 7 年前
Stephane Laroche 959a0e88 -Add environment lighting that accounts for our 2 lobes base layer, for reflections only for now. 7 年前
Stephane Laroche 8a39a724 Fix roughness transfer from bsdfdata to precalculated data. 7 年前
sebastienlagarde 3f91b8e1 HDRenderPipeline: Remove sampleDirectionDiscardWS in reflection (not used) 7 年前
Stephane Laroche e5b6c4fb Implement vertically layered BSDF model with anisotropy. 6 年前
GitHub 413e6a25 Merge pull request #1232 from Unity-Technologies/remove-sampleDirectionDiscardWS 7 年前
Stephane Laroche 10f8090a Merge branch 'stacklit' into stacklit_vl_merge 6 年前
Stephane Laroche 6a42ea81 Uniformity, dual lobe material feature keyword. 6 年前
Stephane Laroche 42284de1 Cosmetics, auto-merge cleanup (VolumetricLighting.cs vs compute should be fixed though) 6 年前
Stephane Laroche e982f099 Some modifications (not enabled for now) to try to handle anisotropy better. 6 年前
Stephane Laroche 031ca429 Fix static compilation issues. 6 年前
Jean-François F Fortin 6f2a25cc SSS + Transmission 6 年前
sebastienlagarde 96365a48 Rename RoughnessToAnisotropy to ConvertRoughnessToAnisotropy 6 年前
sebastienlagarde bac63c51 Add ambient occlusion properties on Stacklit 6 年前
sebastienlagarde f5c025d5 Add support for ambient occlusion on stacklit + misc fix in UI 6 年前
Stephane Laroche f022bbc2 Merge branch 'master' into stacklit 6 年前
Stephane Laroche 1ad0a84c wip 6 年前
Stephane Laroche c286bf9c wip 6 年前
Stephane Laroche d760c6a1 Working analytical lights with anisotropy and coat, per light recalculations should work. 6 年前
Stephane Laroche d2ea2ac9 Fix typo. 6 年前
Stephane Laroche 088b48f1 Bug fix (swapped a lobe id somewhere, looks better now), vlayering anisotropic "matching" hack, energy compensation per lobe, debug mode 6 年前
Jean-François F Fortin 9f8080f8 Added SSS (works, untested) and Transmission (untested). 6 年前
Stephane Laroche 3175d3e9 Fix: use top angle for LambdaV for clearcoat if an option is enabled to use different angles for top and bottom interfaces. 6 年前
Stephane Laroche 863da95a (alignments) 6 年前
sebastienlagarde c53df482 Fix various problem + add DielectricIor 6 年前
Stephane Laroche 9e86a357 Enable coat effect on diffuse lighting. 6 年前
sebastienlagarde 877657e9 Add Transmisison support to stacklit 6 年前
sebastienlagarde 3094fbeb Fix issue with smoothness and sky lighting 6 年前
Stephane Laroche 0bff25c5 Independent Coat Normap Map : WIP 6 年前
Stephane Laroche 0fe9e92a Independent Coat Normal Map: WIP: Most of the work is there, need cleanup and fix artefacts (probably need better patching of EvalBSDF functions or...) 6 年前
Jean-François F Fortin 994a42d3 Added geometric filtering for spec AA. 6 年前
Stephane Laroche ed9250ea Fix vlayering recompute per light option and make it a shader feature for easier testing. 6 年前
Stephane Laroche 7c5c2c6d Expose more config options and make them work with dual normal maps. Streamline more code for BSDF evaluation wrt all config switches. 6 年前
Jean-François F Fortin ec47ffff Added the texture filtering for normal maps + the roughness filtering. (DISABLED+UNTESTED) 6 年前
Stephane Laroche 43efd730 Finish testing dual normals: push N dependent geometric term inside BSDF( ) evaluation, use geometric normals for receiver bias and base normal (for now) for diffuse, SSS and transmission. 6 年前
Stephane Laroche 1ba253a4 Fix normal map filtering for both base roughnesses and coat normal map. 6 年前
Tim Cooper fafb59af Run code formatter. 6 年前
Sebastien Lagarde 2871eb29 Update specularAA handling in stacklit 6 年前
Stephane Laroche 6830f5c5 Added iridescence on the bottom of the stack (needs a bit of work still, had to hack to avoid TIR, dual normal will still cause artefacts because of the fake refraction through the geometric normal. Also to check/fix f0 handling and conversion). 6 年前
sebastienlagarde 423674f8 Revert #1466 and fix issue with specular lighting mode not working 6 年前
Stephane Laroche f7d6e7db Merge remote-tracking branch 'mainrepo/master' into StackLit2 6 年前
Stephane Laroche 82cd91dd Including TIR in iridescence F reflectance, useful when using dual normal maps (only for stacklit). 6 年前
sebastienlagarde 5fd64011 Prepare NormalBuffer support in forward 6 年前
Sebastien Lagarde 96a16f75 Fix various compilation error 6 年前
Sebastien Lagarde 4d25d4a1 Add normal buffer to directional shadow and forwar 6 年前
sebastienlagarde 5afa37a8 HDRP: Visualize shadow map minor ident 6 年前
sebastienlagarde 0e0c9931 Merge branch 'master' into normal-buffer-support 6 年前
sebastienlagarde 03a88ecd change perceptualSmoothness - perceptualRoughness 6 年前
Stephane Laroche 7842bbf8 Merge remote-tracking branch 'mainrepo/master' into StackLit2 6 年前
Sebastien Lagarde ba6fd164 Factor Lit and StackLit code 6 年前
Stephane Laroche a49a696e Merge branch 'master' into StackLit2 6 年前
Stephane Laroche 333ce3d1 StackLit : Working LTC Area lights. Fixed GetBakedDiffuseLighting to use the diffuseEnergy factor calculated when coat is enabled, along with SSS texturing modes. 6 年前
Antoine Lelievre f8468529 Removed contact shadows on light transmission 6 年前
Antoine Lelievre 38287b48 Fixed contact shadows with light transmission 6 年前
Antoine Lelievre c8a540d3 Fixed contact shadows on transparent objects 6 年前
sebastienlagarde aa5363e0 Refactor tranmission and lightEvaluation code to have more cleaner code 6 年前
sebastienlagarde 86dfa8ec Take into account feedback 6 年前
sebastienlagarde 1fa4d8c6 Mpore update with feedback 6 年前
Sebastien Lagarde 162b8ee9 Draft of refactoring of SSS and Transmission code, to share more code 6 年前
sebastienlagarde 870dbb61 Large refactor of transmission code to share it between material 6 年前
sebastienlagarde ed6aecc7 Update Changelog and integrate PR feedback 6 年前
Stephane Laroche f46075fb Merge remote-tracking branch 'mainrepo/master' into StackLit2 6 年前
Stephane Laroche 9580854c Fix a merge omission that disabled diffuse light from area lights 6 年前
sebastienlagarde 777bb5a5 HDRP: Lighting - Fix shader warning + Remove comment 6 年前
Sebastien Lagarde 8146a8c1 Share punctual light vector calculation code (GetPunctualLightVectors) + cleanup 6 年前
Sebastien Lagarde 629a7b7e HDRP: Factor anisotropy code 6 年前
Stephane Laroche 27bea6de Fix anisotropy. 6 年前
Sebastien Lagarde d4c5fff5 HDRP: Add support of detail normal and smoothness to Stacklit 6 年前
Stephane Laroche 21f0e8a4 Fix anisotropy. 6 年前
Stephane Laroche a4accf0c SPTD based specular occlusion enabled in Lit material. 6 年前
sebastienlagarde 1555fbce HDRP: More renaming for camera relative rendering (rename lightDefinition) 6 年前
Stephane Laroche cbb9a885 Merge branch 'master' into StackLit2 6 年前
Stephane Laroche 6a34e975 StackLit: proper ambient occlusion, specular occlusion and bentnormals 6 年前
Stephane Laroche 12aebb34 StackLit: New base parametrization and dual lobe hazy gloss parametrization. 6 年前
Stephane Laroche 09d96a6f Add a UIBufferedProperty and implement a limiting option for hazy gloss parametrization's output f0 for dielectrics when metallic input is used. 6 年前
Stephane Laroche 8e152582 Add secondary lobe independent anisotropy control (also used for hazeExtent in the hazyGloss parametrization of dual specular lobes) 6 年前
sebastienlagarde 8a207497 HDRP: Fix warning in shader stacklit 6 年前
sebastienlagarde 092d7fe0 Fix warning in stacklit.hlsl 6 年前
Stephane Laroche 73aab246 Merge branch 'hdrp/staging' into StackLit2_TrunkTest 6 年前
GitHub 80d748f5 Add light linking support (#1758) 6 年前
Sebastien Lagarde f0619d1d Handle emissiveColor separate of bakeDiffuseLighting in forward 6 年前
Sebastien Lagarde 93ff11d4 Correctly split AO to not affect emissive in forward 6 年前
Sebastien Lagarde 56790568 Refactor GetBakedDiffuseLighting 6 年前
sebastienlagarde b55f5754 Fix issue with shader graph - wasn't compiling 6 年前
Antoine Lelievre 779c6cd9 Added indirect light control for stacklit 6 年前
Antoine Lelievre 71ec7369 Merge HDRP/staging 6 年前