sebastienlagarde
1ec6d8b9
First set of files
First set of files submit to iniate the project and be able to work from
home :)
This is WIP and files will move/change.
For now just a set of file mostly empty, setup name etc...
8 年前
sebastienlagarde
2fae393e
More work
More work
8 年前
sebastienlagarde
76f890ea
Very minimal loop done, display red shader
Very minimal loop done, display red shader
8 年前
sebastienlagarde
aa06ca56
Minimal loop wit forward shader
Not working currently miss C# side
8 年前
sebastienlagarde
940b6d13
Update ShaderLibrary and UnityStandard code
Several addition.
Add a forward and deferred pass not working with lighting
Add pack/unpack attribute
Reoarganize some file
better header dependecy
Remove platform, will not be used
8 年前
sebastienlagarde
5ac28581
Change LightingDefinition.hlsl to LightDefinition.cs
Allow to share code between hlsl and C# like Morten, also add define in
common.hlsl that was in common.h for Morten
8 年前
sebastienlagarde
902def74
Change UnityStandard to HDRenderLoop
Change name of the renderloop to HD Standard
Use vertex normal for now to test light
8 年前
sebastienlagarde
94ae3cb7
Fix issue with DecodeFromGbuffer missing PerceptualRoughness init
thanks Uygar
8 年前
sebastienlagarde
fdf8f78f
Bad previous fix, sorry
8 年前
sebastienlagarde
4984a6d0
Prepare for deferred rendering
Add FinalPass (for gamma correction), create init buffer and clear
buffer function, prepare deferred renderer buffer. Deferreded pass not
implemented yet
8 年前
sebastienlagarde
016758b2
Update a bit the code for deferred + some notation update
8 年前
Sebastien Lagarde
6a00b2b9
Add misc function for deferred rendering
- Add world reconstruction function
- Add macro to abstrct GBuffer
- Add lighting information into SurfaceData and BSDFData
- Clean / comment some stuff
Note: forward and deferred code do not produce lighting for now
8 年前
Sebastien Lagarde
ef992f04
Add support for directional light
all in one formula for spot, light and directional light
8 年前
Sebastien Lagarde
4867b779
Update GBuffer parameters
- Update GBuffer parameters to be closer to what is describe on
confluence
- Add arbitrary packing function of float and int into a float with a
given precision
- Clean few stuff
- Current scene is 2 spot, 1 point and a directional and match betwee,
diffuse and forward.
8 年前
Sebastien Lagarde
9a7564db
Miss a lot of file...
Don't know if I have done shit due to late hour or if I get in space for
a moment and haven't see file change...
8 年前
sebastienlagarde
07ccb020
HDRenderLoop: Update GGXDisney.Shader with lot of parameters
- Goal is to add a lot of thing so we can ensure that scriptable render
loop support all the case
- Here try to add transparent and alpha testing + prepare materialID
with SSS and clear coat.
8 年前
Julien Ignace
d825657a
Debug Shader first version
8 年前
sebastienlagarde
b7ac9b37
HDRenderLoop: Make transparent object working + doublesided mode work
8 年前
Julien Ignace
60e032e0
Merge branch 'master' into DebugShader
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
8 年前
sebastienlagarde
36c50926
HDRenderLoop: Add builtin data structure + add velocity buffer
- Add velocity buffer as an experiment for the design
- Split surface data into surface data and builtin data (engine side for
lightmap etc...)
8 年前
Julien Ignace
06725f27
Added GBuffer Debug shader.
8 年前
vlad-andreev
81aa39a3
switched HDRenderLoop over to generated .hlsl
8 年前
sebastienlagarde
5e5b4fcb
HDRenderLoop : Fix after merge
8 年前
Julien Ignace
f1087ce3
Merge branch 'master' into DebugShader
# Conflicts:
# Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/test.mat
8 年前
sebastienlagarde
2d10c5ef
HDRenderLoop: Add Unlit.shader + fix backface and transparent
8 年前
Julien Ignace
d45894b6
Merge branch 'master' into DebugShader
8 年前
GitHub
61e8c0e0
Merge pull request #3 from Unity-Technologies/DebugShader
Debugshader
8 年前
sebastienlagarde
acd11ee0
HDRenderLoop Rename DisneyGGX to Li and convert to whitesapce convention
8 年前
sebastienlagarde
6d8ef108
HDRenderloop: Update Parameters of lit material and update GBuffer layout + add aniso function
8 年前
Sebastien Lagarde
bb06ff58
HDRenderLoop: Update Debug view mode for new parameters
+ Automatic update of inspector
+ create Debug Paramters function to call for builtin data, varyings and
surfaceData
8 年前
Sebastien Lagarde
de43ba96
HDRenderLoop: Add automatic support for material propery debug
- Modify shader generator to automatically generate define from struct
- Add attribute to be able to control display name and enum start value
- Refactor the whole debugging code for debug view material properties
- Rename a few thing
8 年前
sebastienlagarde
0067d748
HDRenderLoop: Update shader generation code for debug with last change
8 年前
sebastienlagarde
b2a49403
HDRenderLoop; start support of reflection probe
- Add texture abstration in API
- Add imagebasedlighting.hlsl
- Add divide pi version of BSDF
- Change resolution of cubemap as 128
- Misc stuff
8 年前
Sebastien Lagarde
b08cad3f
HDRenderLoop: Add missing subsurfaceProfile handling
8 年前
sebastienlagarde
fe99ce30
HDRenderLoop: Add PreLightData concept (optimization)
- Add PrelightData concept: variable that you can precompute ahead of
calling the lighting loop
- Various stuff related to that: BRDF recomputed LambdaV version etc...
8 年前
vlad-andreev
bf6e54c5
tabs -> spaces
8 年前
sebastienlagarde
feca166f
Merge remote-tracking branch 'origin/master'
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
# Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/DebugViewMaterialGBuffer.shader
# Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightingForward.hlsl
# Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit.hlsl
# Assets/ScriptableRenderLoop/ShaderLibrary/Common.hlsl
8 年前
sebastienlagarde
dc88f7bf
HDRenderLoop: Continue to add misc function (intersection, aniso support)
8 年前
runestubbe
b8491dc1
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Sebastien Lagarde
a703417e
HDRenderLoop: Continue to work on implementing parallax cubemap
- Finish shader side, need to fix C++ side + generate specularDFG
texture
8 年前
Sebastien Lagarde
52eb3436
HDRenderLoop: Make cubemap code compile
- miss preDFG texture
- do not work currently
- Add bunch of sphere metal/dieletric from smoothness 0..1
8 年前
Sebastien Lagarde
698d1646
HDRenderLoop: Move GBuffer description to Lit.cs
- So a material can define easily what kind of GBuffer it use without
having to dig into HDRenderLoop code
8 年前
Sebastien Lagarde
ba76c316
HDRenderLoop: Move a lot of files for better classification
8 年前
Sebastien Lagarde
357d999e
HDRenderLoop: Add code to init texture one time at the launch of the loop
- Still need to confirm is this code is robust
- Also remove many common.hlsl include
8 年前
Sebastien Lagarde
bce39f68
HDRenderLoop: Make cubemap work (without parallax) and add ref mode
- comparison with ref GGX is not too bad, but still require improvement.
- wait for trilinear issue with cubemap to be solve before investigating
8 年前
vlad-andreev
3e91c5e0
code cleanup part deux
8 年前
sebastienlagarde
ba4ec92e
Merge remote-tracking branch 'origin/master'
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoopInspector.cs
8 年前
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
GitHub
ba628504
Merge pull request #4 from Unity-Technologies/AreaLight
Arealight
8 年前
sebastienlagarde
1a1f4a3a
HDRenderLoop: Add area light precomputed table
8 年前
sebastienlagarde
fb24c2f6
HDRenderLoop: Remove Assets/ScriptableRenderLoop/ShaderLibrary from header path
8 年前
sebastienlagarde
21454a21
HDRenderLoop: Fix OBB and sphere project for reflection probe, now working
8 年前
sebastienlagarde
fd4b1fe9
HDRenderLoop: Fix issue with box projection and local offset + add test scene
8 年前
Paul Demeulenaere
f29fce46
Merge remote-tracking branch 'origin/master' into scriptablerenderloop-materialgraph
8 年前
sebastienlagarde
86a97da3
HDRenderLoop: Change ReflectionProbe behavior
- reflection probe are now split in two volume, one influence volume
(for culling and fading) and one projection volume (for cubemap
sampling). Mean we can have box porjection with spherical influecne.
- Refletion volume support both cube and sphere (would like to add
ellipse later)
- Change the behavior of blenddistance to inner blend distance instead
of outer blend distance as it is easy for the artists to use.
8 年前
sebastienlagarde
7a1f23a5
HDRenderLoop: Update reflection probe behavior (change agin)
- We still split influence and projecotin volume, but they must ahve the
same shape, and influence volume must be conatin by projection volume
- without UI for now this have no effect.
8 年前
sebastienlagarde
616b95a2
HDRenderLoop: Create shaderPassXXX file to prepare for shader graph
- Rename lit.shader to defaultLit.shader,this one is the one written by
hand, others are generated by shader graph
- Rename littemplate to litcommon to be less confusing
- update all the scene because of renaming above
- pepare a directory with ShaderPass that are common code for a given
pass. (currently no vertex shader here)
8 年前
Paul Demeulenaere
353f6748
Merge branch 'master' into scriptablerenderloop-materialgraph
8 年前
sebastienlagarde
bfedb067
HDRenderLoop: Update Unlit material
8 年前
Paul Demeulenaere
99a7625b
Merge remote-tracking branch 'origin/master' into scriptablerenderloop-materialgraph
8 年前
sebastienlagarde
a149a4db
HDRednerLoop: First draft of meta pass for lighttransport
8 年前
Sebastien Lagarde
3ff1088c
HDRenderLoop: More misc change + try to compile meta pass (not working yet)
8 年前
vlad-andreev
3b8e0543
moved to the experimental namespace
8 年前
sebastienlagarde
05769d33
HDREnderLoop: Fix various stuff - still don't compile
8 年前
sebastienlagarde
e11a6cc5
HDREnderLoop: Push misc refactor
8 年前
Sebastien Lagarde
236dada1
HDRenderLoop: Plenty of stuff + Meta pass renaming + Depth pass
- Add EnvTemplate to generate various combinaison of cube texarray and
simple cube for evaluteBSDF_env
- Rename class/file
- Introduce concept of FragInput
8 年前
Sebastien Lagarde
f3b6f913
Merge remote-tracking branch 'refs/remotes/origin/master' into LightmapSupport
8 年前
Sebastien Lagarde
79cd240f
HDRenderLoop: Rename metalic to mettalic
8 年前
GitHub
ca67bebf
Merge pull request #5 from Unity-Technologies/LightmapSupport
Add Meta pass + Depth pass support
8 年前
Sebastien Lagarde
1602a326
HDRenderLoop: Push draft not compiling
8 年前
Sebastien Lagarde
00afee16
HDRenderLoop: Lot of stuffs - try to prepare for various lighting architecture
- Move and rename file
- Design for various lighting architecture
8 年前
Paul Demeulenaere
93fd6e5e
Merge remote-tracking branch 'origin/master' into scriptablerenderloop-materialgraph
8 年前
Sebastien Lagarde
2ffcb7f1
HDRenderLoop: Misc test
8 年前
sebastienlagarde
8cf763ef
HDRenderLoop: Add concept of lightLoopContext to handle various sampling scheme
8 年前
GitHub
685cbab5
Merge pull request #6 from Unity-Technologies/ReflectionArchiTest
Reflectionarchitest
8 年前
sebastienlagarde
f53cd1c7
HDRenderloop: Progress in supporting IES and shadowmap
- Add AffectDiffuse/AffectSpecular/GetShadowDimmer UI
- Add draft of shadow map support (not working)
- Add IES in shader (not in light)
- Add LightLoopContext struct
- Add various Texture/sampler macro
- Add GetCubeFaceID
- misc stuff
8 年前
Sebastien Lagarde
55ac2b41
HDRenderLoop: Add shadow.hlsl - refine design of shadowmap (not working yet)
8 年前
GitHub
89924c46
Merge pull request #7 from Unity-Technologies/ShadowMapSupport
First draft design of shadowmap
8 年前
Paul Demeulenaere
a87df4d4
Merge remote-tracking branch 'origin/master' into scriptablerenderloop-materialgraph
8 年前
sebastienlagarde
fd7cfe17
HDRenderLoop: Move file/create file/Rename stuff - Related to lighting and shadow
- Effort on shadow design still need to be done
8 年前
vlad-andreev
070a44dc
added include guards to hlsl codegen
8 年前
sebastienlagarde
22c94004
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
sebastienlagarde
115b193a
HDRenderLoop: fix shadow code
8 年前
Sebastien Lagarde
36745c50
HDRenderloop: Remove flags from light + experiment bias on receiver
8 年前
Paul Demeulenaere
f68e8b7c
Merge remote-tracking branch 'origin/master' into scriptablerenderloop-materialgraph
# Conflicts:
# .gitmodules
8 年前
Sebastien Lagarde
e3c7667f
HDRenderLoop: Renmae PositionHS to PositionCS + another pass on shadow design
8 年前
Sebastien Lagarde
4e046798
HDRenderloop: lot of missing file...
8 年前
Paul Demeulenaere
f286e852
First integration for a *suitable* approach of MaterialGraph & ScriptableRenderloop (MasterNode description is draft, that's why MaterialIDAttribute is tagget as "WIP")
8 年前
Sebastien Lagarde
86a99676
HDRenderLoop: Fix compil error
8 年前
Paul Demeulenaere
2c436ffd
Merge remote-tracking branch 'origin/master' into scriptablerenderloop-materialgraph
8 年前
Paul Demeulenaere
ade88088
Fix ShaderBuild
8 年前
Sebastien Lagarde
d75972a9
HDRenderLoop: Add LightProbe + ProbeVolume support (not tested)
8 年前
Paul Demeulenaere
e9b5f5ae
- Cleaner way describe MasterNode
- First version of suitable template which integrate packing/unpacking between vertex & fragment
N.B.: Refactor is needed in MaterialGraph to move specific shader code generation to ScriptableRenderloop
8 年前
Sebastien Lagarde
f1a08280
HDRenderLoop: Add more lightmap suport (need testing)
8 年前
Sebastien Lagarde
e7a1bb1b
HDRenderLoop: Update to new texture abstraction everywhere
8 年前
Sebastien Lagarde
84c14eca
HDRenderLoop: Fix anisotropy + rename BSDF with NoPI
- Rename DividePI to nothing and use NoPI instead
- Update UI + code to handle anisotropy correctly
8 年前
Sebastien Lagarde
c669ef0e
HDRenderLoop: Missing files...
8 年前
Sebastien Lagarde
35b919ab
HDRenderLoop: Minor addition for emissive
8 年前
Paul Demeulenaere
d6e910a1
Merge remote-tracking branch 'origin/master' into scriptablerenderloop-materialgraph
8 年前
Julien Ignace
b43fec12
Fixed global illumination setup and shader.
8 年前
sebastienlagarde
fc554180
HDRenderLoop: Rename TEXTURE2D_PASS to TEXTURE2D_PARAM
8 年前
Julien Ignace
19d5484e
Updated LayeredLit shader with new code.
8 年前
Paul Demeulenaere
66d8d3f0
Merge remote-tracking branch 'origin/master' into scriptablerenderloop-materialgraph
8 年前
Julien Ignace
b27e925d
Fixed compilation errors for no-define version of the LayeredLit shader.
8 年前
Sebastien Lagarde
b945ef44
HDRenderLoop: Add velocity buffer support (C# side)
8 年前
Evgenii Golubev
68bbdef4
Set the default anisotropy direction along the tangent
8 年前
Paul Demeulenaere
cdb8bd40
Fix basic code generation (still draft, output is not only SurfaceData but also BuiltInData)
8 年前
Paul Demeulenaere
64664d83
Improve code generation : smarter "include" which allows variant between pass (e.g.: #{LitTemplate|useDataInput:{.*}|needFragInput:{positionWS}})
8 年前
Julien Ignace
dce07c5d
LayerLit layer mask is now rgb (layer0 is always 100%)
8 年前
Paul Demeulenaere
68c59d86
Fix forward pass (wip, state aren't plugged)
8 年前
Evgenii Golubev
99b53772
Add an anisotropic GGX test scene
Change the anisotropy direction from vertical to horizontal
8 年前
GitHub
c818f01e
Merge pull request #8 from EvgeniiG/master
Add an anisotropic GGX test scene
8 年前
Paul Demeulenaere
c26b4333
Plug CustomGUI to MaterialGraph for HDRenderLoop
8 年前
sebastienlagarde
97713e27
HDRenderLoop: Add importance sampling of aniso GGX for ref
8 年前
Sebastien Lagarde
1999b306
Merge remote-tracking branch 'refs/remotes/origin/master' into VelocityBufferSupport
8 年前
Sebastien Lagarde
c03433e2
HDRenderLoop: Add velocity shader pass
8 年前
Sebastien Lagarde
7443a077
HDRenderLoop: Fixed issue with velocity pass + fix shader warning
- GBuffer velocity can't work as we miss prevPosition Attribute in
GBuffer pass
- #define can't be include in C# from another file...
8 年前
GitHub
0d79a150
Merge pull request #9 from Unity-Technologies/VelocityBufferSupport
Velocity support
8 年前
Julien Ignace
48fc9b85
- Properly implemented GI meta pass for Unlit shader.
- Properly re-implemented Emission GI mode for Lit/Unlit/LayeredLit shaders.
8 年前
Evgenii Golubev
81b8bd5f
Temporarily disable the reference GGX IBL implementation
8 年前
Evgenii Golubev
2663eb61
Improve comments
8 年前
runes
2998b7cd
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Evgenii Golubev
92dde0a7
Enable two-sided support for the reference area light implementation
8 年前
Sebastien Lagarde
40f9dda4
HDRenderLoop: Update for velociy buffer + several stuff/fix/refactor
-fix issue with spotAngle that have been change in the light component
- remove undesired unrachable code warning
- create a proper shader config system (previous one was nor working)
- Change concept of material gbuffer to also include lighting, remove
all lighting buffer macro, bakeDiffuseLighting now pass to encode to
gbuffer
- deferred material is now in charge of all material RT format, lighting
buffer included
- velocity buffer is independt of deferred material
- add first start of distortion
- update velocity buffer management + add velocity pass
-
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
191dcd94
Optimize EvaluateBSDF_Area() with an early exit and scalar grouping
8 年前
Sebastien Lagarde
efa7c787
HDRenderLoop: Clean packed Gbuffer code in Uint16 + packing functions
- It still doesn't work as UINT16 RT is not supported by Unity :(
- packing.hlsl need some convention/naming cleanup
8 年前
Evgenii Golubev
0063bde5
Update LTC LUT data
8 年前
sebastienlagarde
ea867c72
HDRenderLoop: Remove Shaders folder and move all files at root + rename XXXDefault.shader to XXX.shader
8 年前
Evgenii Golubev
9c4e28d4
Compact the Disney Diffuse LUT
8 年前
Evgenii Golubev
00fa8063
Group scalars.
8 年前
Evgenii Golubev
220d35f4
Update the LTC GGX data
8 年前
Evgenii Golubev
5c8816af
Update the Disney Diffuse LTC data
8 年前
Evgenii Golubev
ebdf0660
Add Fresnel to LTC. Reduce the number of textures and samplers
8 年前
Evgenii Golubev
bc786266
Add Disney Diffuse support for LTC
8 年前
Evgenii Golubev
105f41c5
Add area light support with Fresnel and Disney Diffuse
8 年前