Sebastien Lagarde
69f19bc0
HDRenderPipeline: Add support of shadow mask (Disabled in 2017.3) - require C++ change
- Create clearColorAllBlack to have color with alpha channel with 0 for
clear.
- Add shadowmask and occlusion probe sampling functions
- Add various debug feature for shadow mask
- Refactor GBuffer manager
- Add SHADOWS_SHADOWMASK keyword to our various lit and debug shader
- In deferred, SHADOWS_SHADOWMASK add an extra GBuffer
- Create a BakeLightingData that contain bakeDiffuseLighting +
bakeShadowMask
- Update all lightLoop call with this new BakeLightingData struct, pass
it to EvaluateBSDF_XXX function
- Move #pragma multi_compile from .shader to pass that require it
(unsure if this save variant)
7 年前
sebastienlagarde
142509b7
HDRenderPipeline: Remove obsolete comment.
7 年前
GitHub
cb234ac9
Merge pull request #560 from Unity-Technologies/Fix-issue-with-anisotropic-highlight
Fix issue with anisotropic highlight
7 年前
sebastienlagarde
5b949fe6
HDRenderPipeline: Fix typo with parenthesis
7 年前
sebastienlagarde
0551bd40
Fix issue with anisotropic highlight
7 年前
Evgenii Golubev
4f319ce4
Fix the include order and clean up defines
7 年前
Evgenii Golubev
fb07d38f
Optimize GetViewReflectedNormal() a bit
7 年前
Evgenii Golubev
a6673bac
Rename ComputeTransmittance() to ComputeTransmittanceDisney()
7 年前
Evgenii Golubev
703152bd
Replace GetViewShiftedNormal() with GetViewReflectedNormal()
7 年前
GitHub
54c702fd
Manually optimize exp()
7 年前
Evgenii Golubev
d1dca323
Help the compiler save VGPR
SubsurfaceScattering.compute:
Before:
; -------- Statistics ---------------------
; SGPRs: 62 out of 104 used
; VGPRs: 42 out of 256 used
; LDS: 6416 out of 32768 bytes used
; 0 bytes scratch space used
; Instructions: 1280 ALU, 264 Control Flow, 75 TFETCH
After:
; -------- Statistics ---------------------
; SGPRs: 62 out of 104 used
; VGPRs: 41 out of 256 used
; LDS: 6416 out of 32768 bytes used
; 0 bytes scratch space used
; Instructions: 1276 ALU, 264 Control Flow, 75 TFETCH
7 年前
Evgenii Golubev
d24c8437
Implement GetViewReflectedNormal()
7 年前
Evgenii Golubev
c212b126
Clean up the volumetric lighting code
7 年前
Remy
3ca3520e
Cleanup distortion test ressource
Update test templates
Start Distortion test Scene.
7 年前
Sebastien Lagarde
555c387b
HDRenderPipeline: Move CPU light gathering ahead to prepare for shadowmask
7 年前
GitHub
28f9d0c5
Update the auto-generated header
7 年前
sebastienlagarde
02df8d6f
HDRenderPipeline: Remove wron line in command menu for SSS upgrade
7 年前
sebastienlagarde
960faf23
HDRenderPipeline: Change distortion map to be 0..1 (to support LDR format)
7 年前
GitHub
9e651ebf
Merge pull request #558 from Unity-Technologies/Update-metapass
HDRenderPipeline: Update Metapass to do correct ifdef test
7 年前
sebastienlagarde
bc549388
HDRenderPipeline: Update Metapass to do correct ifdef test
7 年前
GitHub
31ba4f5f
Merge pull request #557 from EvgeniiG/Unity-2017.3
Clean up the math of the Disney SSS
7 年前
Evgenii Golubev
885726ed
Clean up the math of the Disney SSS
7 年前
Evgenii Golubev
15aa0927
Merge branch 'Unity-2017.3' into volumetrics
7 年前
GitHub
b8d89dcb
Merge pull request #554 from EvgeniiG/Unity-2017.3
Move the volumetric lighting code to another branch
7 年前
Remy
b3864496
Add Distortion tests
7 年前
Evgenii Golubev
2be2153d
Move the volumetric lighting code to another branch
7 年前
Evgenii Golubev
a46c0009
Merge the old volumetrics code (WIP)
7 年前
sebastienlagarde
d1ac36f2
HDRenderPipeline: Fix issue with transmittance being a float and not a float3
7 年前
Remy
0ba87b81
Add menu item to re-place all multi-materials in the oppened scene.
7 年前
uygar
20767512
Added programmatic control of depth clipping. Depth clipping is disabled for shadow cascades and enabled for everything else.
7 年前
GitHub
e5d0cb44
Rename WriteResult() to StoreResult()
7 年前
GitHub
0df286e4
Merge pull request #550 from Unity-Technologies/Some-update-to-refraction
Some update to refraction
7 年前
Sebastien Lagarde
2448888d
HDRenderPipeline: Minor improvement + code cleanup
- update the roughness remapping of refraction to better match
reflection probe
7 年前
Sebastien Lagarde
24756a33
HDRenderPipeline: Remove unused code
7 年前
Sebastien Lagarde
69c9baac
HDRenderPipeline: Fix test scene
7 年前
GitHub
4c86fdf6
Merge pull request #548 from Unity-Technologies/Add-transmissive-color
Add transmissive color
7 年前
sebastienlagarde
1400f35f
HDRenderPipeline: Miss one file
7 年前
sebastienlagarde
3162b59f
HDRenderPipeline: Add transmission color
- Add transmission color texture
- Add approximation for energy conservation with fresnel term
- Add unity for thickness
7 年前
GitHub
3f66af34
Merge pull request #545 from EvgeniiG/Unity-2017.3
Improve subsurface scattering
7 年前
GitHub
0bf4e0e7
Merge pull request #547 from Unity-Technologies/Update-Emissive-color-with-tile/scale
HDRenderPipeline: Add tile/scale uv control to emissive color map
7 年前
sebastienlagarde
11388041
HDRenderPipeline: Add tile/scale uv control to emissive color map
7 年前
GitHub
232486c8
Merge pull request #544 from Unity-Technologies/Reorganize-HDRP-GraphicTests
Reorganize hdrp graphic tests
7 年前
sebastienlagarde
f9b907e8
HDRenderPipeline: Small fix for SSS script
7 年前
GitHub
84f1dbd1
Merge pull request #546 from Unity-Technologies/FixMetaPassUV
Fix meta pass uv
7 年前
GitHub
9b28fe59
Update Lit.shader
7 年前
Julien Ignace
7b0b6b5b
Missing files
7 年前
Julien Ignace
efb76d07
Missing files
7 年前
Julien Ignace
aed9d43e
- Fixed meta pass to use correctly UV 2 and 3 and world space position for planar (planar still does not work though because of possible C++ dependency in the meta pass)
- Added a planar lit case in LayeredLitTest scene
7 年前
sebastienlagarde
50dcf327
HDRenderPipeline: Update SSS update script to work with source control
7 年前
sebastienlagarde
a96cb426
HDRenderPipeline: Update SSS update script, affect all database
7 年前