Tim Cooper
a9c7d4bf
[Shader Graph] Add simple test framework to validate generation is consistant.
9 年前
sebastienlagarde
4ec829d0
Merge branch 'ShaderLibrary' of https://github.com/Unity-Technologies/ScriptableRenderLoop into ShaderLibrary
8 年前
Tim Cooper
798bca64
[shader graph]
*Use GUID for node identifier instead of instance ID (Stable between runs)
*Cash hash of last generated preview shader string, do not regenerate if it's the same
*Serialize node preview shaders / materials / last generated shader hash (load time optimisation)
*Add node property: canDeleteNode returns false by default. True for pixel master node
*Rarrange popup menu
9 年前
GitHub
213ac319
Merge pull request #1 from Unity-Technologies/API-Validation
Api validation
8 年前
Tim Cooper
f93f8c6b
[shader graph]
*Allow drawn nodes to invaludate the model in OnGUI for the node (if for example the slots change)
*Lighting functions now determine what is available on master pixel node
9 年前
Joachim Ante
2d089ebe
APi validation
8 年前
Tim Cooper
1062aabb
[shader graph] Allow nodes to no generate default inputs via flag. Only really usefull on base pixel node.
9 年前
Joachim Ante
32b23b9d
Refactor API validation code to actually check that each define is
indeed define, this prevents platforms from going out of sync.
8 年前
sebastienlagarde
94ae3cb7
Fix issue with DecodeFromGbuffer missing PerceptualRoughness init
thanks Uygar
8 年前
Tim Cooper
6aaca4fc
[shader graph]
*Unified deletion architecture - Delete edges before nodes
*Input proxies now aware of their type
*Fix shader builder bug when mapping from vector1 -> vector2. Some compilers need this to be explicit )swizzle with .xx).
9 年前
sebastienlagarde
068366cc
Change position to float3 instead of float4
8 年前
Tim Cooper
a99eb964
[shader graph]Add default input UI support (very alpha)
9 年前
sebastienlagarde
13dbf956
Remove comment
8 年前
Tim Cooper
6e180dc5
[Material graph] add missed files
9 年前
Sebastien Lagarde
d43d797f
Merge remote-tracking branch 'refs/remotes/origin/master' into ShaderLibrary
8 年前
Tim Cooper
371b3dba
[Material graph]Update to latest canvas2d version
9 年前
sebastienlagarde
2aba5fc9
Add innerAngle for spotlight
8 年前
vlad-andreev
7ca8ae32
menu item for the shader generator
8 年前
Tim Cooper
2a69fb8d
[shader graph] remove debug that was left in.
9 年前
sebastienlagarde
4644098b
Calculate correct intensity for the light
8 年前
vlad-andreev
84f60431
Shader generator
To reflect a C# struct or class, attach the [GenerateHLSL] attribute to
it. The optional packing parameter is PackingRules.Exact (default),
which emits the struct as is. PackingRules.Aggressive will result in a
tight packing subject to some restrictions. Static primitive fields are
emitted as #defines.
8 年前
Tim Cooper
c1c5d22d
[shader graph]
*All inputs should go through the adaptor. This stops weird implicit swizzles.
*Adaptor now uses swizzles instead of new vector.
9 年前
sebastienlagarde
bb7bf965
Correct angle attenuation
8 年前
mmikk
a52fc3f6
trying this again
trying this again
8 年前
Tim Cooper
abcc9002
[shader graph]
*Fix exposition of vector properties
*Change validation (graph wholeistic)
*Add view layer callback for when nodes change internally (need repaint)
*Add missing pool classes
9 年前
sebastienlagarde
e243ddce
Forget to remove one file
8 年前
mmikk
8d90d11b
first pass on getting clustered in (shader builds)
first pass on getting clustered in (shader builds)
8 年前
Tim Cooper
82eedf8b
[shader graph]allow properties to be exposed (happens via UI)
9 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
mmikk
6ce68b6d
oops, left out type in decl
oops, left out type in decl
8 年前
Tim Cooper
51ceebd2
[shader graph]optimise for GC
9 年前
sebastienlagarde
636e2983
Add light support to the minimal forward loop (WIP, not fully working)
Add support of point and spot without shadow with structured buffer in
forward.
8 年前
mmikk
7b51125d
no need to use .xy to determine z
no need to use .xy to determine lin z
8 年前
Tim Cooper
f119ce26
[canvas2d] change canvas element to use render textures.
9 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
mmikk
346242c0
throw in lefthand check for completion (for now)
throw in lefthand check for completion (for now)
8 年前
Tim Cooper
28d3f4cc
[Shader Graph]
Remove properties as they are not needed (will expose property setting per input node)
Add support for compact node UI view
Add Vector3 node
Update some example graphs
9 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
mmikk
bd003c01
introduce a GetPlane()
makes scrbound.compute more efficient by introducing a dedicated
GetPlane() function as opposed to using GetQuad().
8 年前
Tim Cooper
6086c6d6
[shader graph]Integtate new non modifiable settings into shader graph. Fix setting properties generation pipe to be simpler.
9 年前
sebastienlagarde
aa06ca56
Minimal loop wit forward shader
Not working currently miss C# side
8 年前
mmikk
c7d5b507
fix refl shader compile errors due to roughness/perceptualRoughness
fix refl shader compile errors due to roughness/perceptualRoughness
8 年前
Tim Cooper
bb779dab
[shadergraph]Make export button that works.
9 年前
sebastienlagarde
76f890ea
Very minimal loop done, display red shader
Very minimal loop done, display red shader
8 年前
vlad-andreev
3eb07ca4
fix shader (perceptualRoughness->roughness)
8 年前
Tim Cooper
4d5ee48d
[shader graph]Start adding UI to the graph view.
9 年前
sebastienlagarde
2fae393e
More work
More work
8 年前
vlad-andreev
269c29f8
fixed script compile errors in the standalone build
8 年前
sebastienlagarde
c4848bb4
Merge remote-tracking branch 'refs/remotes/origin/master' into ShaderLibrary
8 年前
vlad-andreev
7bb76860
[fptl] non-shadowcasting directional lights were turning the scene black
8 年前