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
016758b2
Update a bit the code for deferred + some notation update
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
Sebastien Lagarde
00d2aece
HDRenderLoop: Add few function to the shader library related to far cry 4 talk
8 年前
sebastienlagarde
acd11ee0
HDRenderLoop Rename DisneyGGX to Li and convert to whitesapce convention
8 年前
sebastienlagarde
1b6976d6
HDRenderLoop: rename decompress DXT5nm function + add AGorRG version
8 年前
vlad-andreev
bf6e54c5
tabs -> spaces
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
86a99676
HDRenderLoop: Fix compil error
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
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
sebastienlagarde
afe68ecc
HDRenderLoop: Add detail map to lit shader
8 年前
sebastienlagarde
0d8aeb13
HDRenderPipeline: Add support for normal and detail normal scale
8 年前
Julien Ignace
aa1bffc3
Moved enlighten emissive RGBM stuff into EntityLighting.hlsl
8 年前
sebastienlagarde
589fe428
HDRenderPipeline: More work on tesselation
8 年前
Julien Ignace
7b7eb3b4
Fixed a number of compilation issue with PS4.
8 年前
sebastienlagarde
66834685
HDRenderPipeline: Add Layered Displacement + fix issue with sky + some clean
- HDRI reflection is flipped, but HDRI and procedural sky are flipped
each other. For now fix the HDRI sky and we will fix procedural sky
after
8 年前
sebastienlagarde
b8ffdc68
HDRenderPipeline: Add support for BC5 normal map
8 年前
Sebastien Lagarde
d43dde2d
HDRenderPipeline: Change normal tetra 10:10+2 encoding to oct10:10+2 encoding
oct result is similar to tetra but is cheaper.
8 年前
Evgenii Golubev
0e475e7d
Implement new packing functionality
8 年前
Evgenii Golubev
45027d1e
Rename packing functions for consistency
8 年前
Evgenii Golubev
2e3478e3
Fix PS4 compile issues with BFE
8 年前
Sebastien Lagarde
cd023e6c
HDRenderPipeline: Fix issue with specular color and packing precision
8 年前
sebastienlagarde
a8bef5fd
HDRenderPipeline: Add FastSign() function
8 年前
Sebastien Lagarde
873c4048
HDRenderPipeline: Add HemiOct packing function
7 年前
Evgenii Golubev
87e85612
Refactor math constant defines
7 年前
GitHub
1ba061ab
Revert " Reduce the number of dependent texture reads for SSS"
7 年前
Sebastien Lagarde
240bc3d1
first compiling version
7 年前
Felipe Lira
b89532b8
Added GLCore and GLES2 files. Ported more shaders to SRP shader library and fixed some compilation GLES2 compilation errors in shader library.
7 年前
sebastienlagarde
68400144
shaderLibrary: Optimize UnpackNormalOctEncode
7 年前
Evgenii Golubev
d1b5d0f0
Fix parameter order of BFE
7 年前
Felipe Lira
ddeb54b6
Merge branch 'master' into LightweightPipeline
7 年前
Felipe Lira
cea04fcf
Addressed Sebastien and Alexandr PR feedbacks.
7 年前
runes
ba207379
Slightly faster octahedron packing and ViewReflectionNormal
7 年前
GitHub
1b90eb6b
Merge pull request #687 from Unity-Technologies/LightweightPipeline
Lightweight pipeline upgrade to SRP shader library
7 年前
sebastienlagarde
d83489f4
Change ShaderLibrary to use REAL instead of float/half
7 年前
sebastienlagarde
ecdf681c
ShaderLibrary, change REAL to real
7 年前
sebastienlagarde
4b26e012
Move all core file to subfolder CoreRP + update shader include path to CoreRP/ShaderLibrary
7 年前
sebastienlagarde
c2868ec3
Few more correction
7 年前
Evgenii Golubev
efb1bde0
Store the tangent vector in 11 bits
7 年前
Evgenii Golubev
2403166d
Replace FastMulBySignOf() with CopySign()
7 年前
Evgenii Golubev
c73e4f1a
Clamp instead of add
7 年前
Evgenii Golubev
da7a810e
Re-add PackNormalOctQuadEncode()
7 年前
sebastienlagarde
742c208a
Fix compilation issue with instancing and tessellation
7 年前
GitHub
3fc9fef0
Merge pull request #824 from EvgeniiG/master
Store the tangent vector in 11 bits
7 年前
Evgenii Golubev
8432b6cc
Update the G-Buffer layout
https://docs.google.com/spreadsheets/d/1-85pJ1w7elwIMKR7HQmQGaekoZuPwHvlkusFrkRTstw/edit?usp=sharing
7 年前
sebastienlagarde
55b8c071
Add various comment and init Fresnel0 and SubsurfaceMask
- Add various comment
- Add setup of Fresnel0 in transmission (in addition to SSS)
- Remove the call to DecodeFromSSSBuffer and init SubsurfaceMask instead
- Rename all packInt function to PackUint
7 年前
Evgenii Golubev
30f19f97
Optimize octahedral encoding
7 年前
Sebastien Lagarde
7d15e152
Update comment + rename packUint to PackInt function
7 年前
Sebastien Lagarde
3cdc6c4e
Pack normal on 1212bit in 888
7 年前
sebastienlagarde
7323bbbc
Correct rounding
7 年前
Aleksandr Kirillov
44d8afbf
Don't normalize the normal coming from the normal map if there's no scaling possible in the shader.
7 年前