sebastienlagarde
a7ee1111
HDRenderPipeline: Split AdditionalLightdata into HDAdditionalLight and AdditionalShadowData
HDAdditionalLight is dedicated to the render pipeline
AdditionalShadowData is common to all render pipeline
7 年前
Evgenii Golubev
5b236c70
Add SpotLightShape, and clean up bounding volume computation in the TilePass.cs
7 年前
sebastienlagarde
974a44f0
HDRenderPipeline: Re-introduce repeat mode for cookie for directional light and simplify code
7 年前
sebastienlagarde
4bc93c9f
Add support to disable range attenuation and control max smoothness on light to fake sphere light
7 年前
sebastienlagarde
19d8082a
First draft of new light editor
7 年前
sebastienlagarde
a9e3612f
HDRenderPipeline: More work on light editor
7 年前
sebastienlagarde
e805946a
HDRenderPipeline: Plenty of correction and revert some code from previous draft
We need to have archetype like approach for light. I changed it to a
LightTypeExtent and re-introduced it.
7 年前
sebastienlagarde
87949b64
Correction for area light not working with LightType.Area
7 年前
sebastienlagarde
c8512b23
Fix issue with dumb code to load serialize old data
7 年前
Thomas
c6639f12
LightEditor refactor for 2017.3
Awaiting 2018.1 features to simplify & improve it
7 年前
sebastienlagarde
d3a0822d
HDRenderPipeline: Add a widget under light to better localize light widget
7 年前
Sebastien Lagarde
bb06e229
HDRenderPipeline: Add aspet ratio / angle control for pyramid + add gizmo
7 年前
Sebastien Lagarde
c368db5a
HDRenderPipeline: Add support for light specular color tint
7 年前
Sebastien Lagarde
bb966f19
HDRenderPipeline: Fix various warning + Add versionning to HDAdditionalData
7 年前
Evgenii Golubev
18167a05
Rename light dimensions for consistency: X = width, Y = height
7 年前
Thomas
a528230c
Tweaked the hd light editor (artists feedback)
7 年前
sebastienlagarde
5a41c4fd
draft
7 年前
Sebastien Lagarde
b0afd329
Remove FormerlySerializedAs from HDAdditionalData to not pollute with dev stuff
7 年前
sebastienlagarde
a4916499
first draft
7 年前
sebastienlagarde
3ca4d227
Various update
7 年前
sebastienlagarde
fd14a7e5
More update
7 年前
sebastienlagarde
b25e74b2
Various light fix for HD
- Light was incorrectly initialize with physical light unit
- hide toggle default editor
- hide warning of reflection probe that spam the console
7 年前
sebastienlagarde
6d6c47f8
Fixed comment and typo about line light function/calculation
7 年前
sebastienlagarde
f6393946
Fix bake area creation
7 年前
sebastienlagarde
e6a439b8
More robust check at light creation (sanity check as we get report that problem may occur)
7 年前
sebastienlagarde
82122b4d
fix fogbugz 989321
7 年前
Mikko Strandborg
ed187777
Fix standalone builds: Light.lightmapBakeType is only available in the editor
7 年前
Paul Melamed
372a7582
fix script compile and pssl errors
7 年前
Remy
9c0aa9c6
Add spot reflector option to modulate light intensity with spot angle.
7 年前
Remy
8fa08986
fix for PR
7 年前
sebastien lagarde
3e16cb5d
Move SpotReflector in UI
Move SpotReflector in UI
7 年前
sebastien lagarde
9eddf969
HD: Fix scripting part of light intensity
7 年前
Evgenii Golubev
7d62d89f
Add a Volumetric Dimmer slider to lights to control the intensity of the scattered volumetric lighting
7 年前
sebastienlagarde
30443854
Add support of per light shadow mask control
Add support of per light shadow mask control
7 年前
Tim Cooper
fafb59af
Run code formatter.
7 年前
sebastienlagarde
e118502b
Misc various improvement
Add versionning on all HD asset (and correct previous way of doing it)
Add menu items for Density volume and planar reflection
Correctly do the naming for new created HD game object (Decal, scene settings...)
Change plane orientation of planar reflection from forward to up
Add new resource material: defaultHDMaterial
Do a small fix at runtime for GI (no impact)
7 年前
Antoine Lelievre
43eed620
Add mesh filter and mesh renderer for emissive mesh on lights
6 年前
Antoine Lelievre
2828ae93
Added an enum field to change the light intensity unit
6 年前
Antoine Lelievre
33c68f5d
Add candela and luminance units for punctual and area lights
6 年前
Antoine Lelievre
94299904
Light intensity now works with timeline and animators
6 年前
Sebastien Lagarde
75993083
Fix issue with light intensity not matching area emissive mesh intensity + some renaming
6 年前
Antoine Lelievre
a452a9db
Merge branch 'master' into LightUnits
6 年前
Antoine Lelievre
21feec05
Fixed a lot of bugs on light intensity and emissive mesh updates
- Fix light intensity not updated when light type changes
- Fix light unit with emissive mesh conversion value (do not convert luminance anymore)
- Fix emissive mesh transform changes in timeline
- Fix light intensity not updated when undo/redo
And added color temperature for emissive mesh color
6 年前
Antoine Lelievre
4beb4329
Fix light intensity update and nullref on undo
6 年前
Antoine Lelievre
f52ec0c8
Fixed undo/redo for area light shape and timeline area light shape record issue
6 年前
Antoine Lelievre
cc5c2a31
Cleanup code and reset HDRP asset to default
6 年前
sebastienlagarde
432deee6
Fix convertion when in editor + fix color temperature with GI static
6 年前
sebastienlagarde
905e4624
Fix emissive mesh color
6 年前
sebastienlagarde
9d1cc626
Remove Editor-only code from the PS4 build
6 年前
Antoine Lelievre
f32756be
Light unit upgrade workaround
6 年前
sebastien lagarde
cbe3ad9e
HDRP: Add more comment to the workaorund for light upgrade
6 年前
sebastienlagarde
b90ec54f
HDRP: Fix katana test
6 年前
RSlysz
8eb9fc52
coupling HDLight-Light reset workflow
6 年前
Antoine Lelievre
9d870530
Fix light intensity upgrade for disabled lights
6 年前
GitHub
a555bf87
HDRP: Add comment to light data
6 年前
RSlysz
a7c6f9bf
Fix Awake issue
6 年前
Antoine Lelievre
34405216
Changed version in HDAdditionalLightData from float to int
6 年前
Antoine Lelievre
650d41df
Hide current version for HDAdditionalLightData
6 年前
Jennifer Nordwall
0e161243
Renamed Area to Rectangle
We introduced a new light type (Disc) which is also an Area light. To make it less confusing, we decieded to rename Area to Rectangle.
6 年前
GitHub
80d748f5
Add light linking support ( #1758 )
* HDRP: Add support of light layering for forward (first draft)
TODO:
- Test instancing
- Check perf
- add an option to disable light layer support + in frameSettings
- add deferred rendering support (mean add an optional extra GBuffer)
* Add LightLinking support (version 1 - compile)
This PR add support of LightLayers feature.
To use it, setup mask renderingLayers on renderers and LightLayers on a lights. If a logical and of both give a non 0 value, the light is apply, otherwise it isn't.
This mean that by default LightLayers is 1 and RenderingLayers is 1. Then user can say LightLayers is only 2 and it will only affect renderingLayers with 2 or 3 mask value.
LightLayers require an extra GBuffer in deferred, mean it have extra bandwidth and memory cost.
LightLayers once enabled in HDRPAsset with SupportLightLayers can be control by FrameSettings. Mean a camera can enable extra RT only for an in game cinematic.
This PR refactor...
6 年前
Antoine Lelievre
41bdfac0
Add Ev into enums
6 年前
Antoine Lelievre
f41c533f
Moved area light convertion code to LightUtils
6 年前
Antoine Lelievre
f0d21faf
renamed EV to EV100
6 年前
Sebastien Lagarde
72141169
Merge branch 'master' into lighting-arealigh-fixup
6 年前
GitHub
01fdbb38
Merge branch 'master' into fix/coupling-hdlight-workflow
6 年前
sebastienlagarde
793cbb29
Move light Gizmo Drawing to core
6 年前
Julien Ignace
5c5547e8
Removed a bunch of GC.Alloc each frame.
6 年前
Sebastien Lagarde
82c30969
Merge branch 'master' into fix/coupling-hdlight-workflow
6 年前
Julien Ignace
ab8c4439
Merge branch 'HDRP/staging' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into HDRP/fix-gcalloc
6 年前