sebastienlagarde
f946b09a
HDRenderPipeline.: Create RenderPipelineResources
RenderPipelineResources will keep a reference on all the compute shaders
and regualr shaders. It replace TilePassResources and we will remove all
Resources folder
8 年前
sebastienlagarde
b088bb9a
HDRenderPipeline: Moive all shaders/compute into resources asset
+ fix an issue with building player with debug menu
8 年前
sebastienlagarde
de9e95b1
HDRenderPipeline: Fix issue with sky shader not having the correct path
8 年前
Julien Ignace
278154db
Added FullScreenDebug modes and implemented it for SSAO.
8 年前
Rune Stubbe
4e715f16
Moved material classification to separate pass
Light and material classification are now orthogonal and can now be enabled/disabled independently
8 年前
sebastienlagarde
0e6f3478
HDRenderPipeline: update shader generator and code to match C# static naming convention
8 年前
sebastienlagarde
f67f629a
SSAO: Stop using "Resources" directory
- Stopped using "Resources" directory and added the SSAO shader to
HDRenderPipelineResources instead.
- Changed some file names.
8 年前
Thomas Hourdel
ee023447
Updated HDPipeline resources
8 年前
Evgenii Golubev
f3d8504d
Add the SSS profiling scene
7 年前
sebastienlagarde
eb67ed8f
HDRenderPipeline: A bit more cleanup and minor fix
7 年前
Evgenii Golubev
a04a82ab
Merge branch 'master'
7 年前
Evgenii Golubev
824c6f37
Add a null VolumetricLighting shader
7 年前
Julien Ignace
d4b9dd15
Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting.
7 年前
Frédéric Vauchelles
90b2eb1e
Added refraction, roughness refraction and transparency absorption
7 年前
Frédéric Vauchelles
ec4b0369
Added a utility to copy channels in a compute shader
7 年前
Frédéric Vauchelles
275d1f0a
Added utility to copy channels from textures with compute buffer (generate C# and compute shader)
7 年前
Julien Ignace
6f585179
Implemented base of "Atmospheric Scattering" framework.
- AtmosphericScatteringXXX files where definition/editor and shader code of the fog functions are and that are used by any shader where fog is needed (full pass opaque fog, transparent forward materials...)
- Implemented basic linear/exponential fog with Uncharted 4 "Mip Sky" color fetch trick.
7 年前
Frédéric Vauchelles
448737fc
Prototype for distorstion
7 年前
Julien Ignace
1e8876bf
Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_FogAndProceduralSky
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs
# ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl
7 年前
Frédéric Vauchelles
b3297fb6
[Cubemap] Added BC6H support for ReflectionProbeCache
7 年前
Evgenii Golubev
189e75df
Re-add sky support to volumetrics
7 年前
Sebastien Lagarde
5844867b
Various fix: shader path update + recreate RenderPipelineResources
7 年前
Evgenii Golubev
7779e807
Merge branch 'master'
7 年前
sebastienlagarde
f784a196
HDRenderPipeline: move DefaultMaterial and Default Shader to resource pipeline
- Also fix an issue with enableDBuffer not correctly take into account in depth prepass
7 年前
Evgenii Golubev
c86b3214
Merge branch 'master'
7 年前
Thomas
e05f7f24
Fixed gaussian pyramid first blit (point -> bilinear filtering)
Should look smoother and reduce aliasing in motion.
7 年前
Sebastien Lagarde
7cc9b940
Add debugFont to resources
7 年前
sebastienlagarde
6c8462a0
Refactor all the code of colorpicking to make a more general version
7 年前
Julien Ignace
9b8805cb
- Fixed Depth/Color size mismatch for scene view by copying our depth buffer into the right depth target
- Fixed gaussian/depth pyramid mipmap generation(size was wrong).
7 年前
sebastienlagarde
02e0282c
Add default decal material + add support dbuffer on lit material
Add DefaultDecalMaterial assign automatically when creating a decal
Add option to disable receiving of decal on materials
7 年前
sebastienlagarde
3623b5e1
add mipindex for blit + add a separate sahder resources
7 年前
Julien Ignace
19029ddd
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RTRefactoring
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/RenderPipelineSettingsUI.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/SerializedRenderPipelineSettings.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/RenderPipelineSettings.cs
7 年前
Julien Ignace
4568be12
Post merge fixes
7 年前
Frédéric Vauchelles
2fd72ffd
Full screen color pyramid
7 年前
Julien Ignace
85039c4d
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RTRefactoring
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugFullScreen.shader
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
7 年前
Sebastien Lagarde
0c54bec9
Move resources outside of resource folder
- Move all shader/material in Resources folder to CoreResource folder
- Move DisplayShadowMap.Shader out of Resources folder
- Pass needed material to Core function through parameters
- Update reflection system to take RenderPipeline resource into account
7 年前
Sebastien Lagarde
4d0b3071
add shadow resource to renderpipeline resource
- Move shadow .shader and .compute from ShaderLibrary to Shadow folder
- Init material and compute throught SahdowAtlasInit
7 年前
sebastienlagarde
b71add14
HDRenderPipeline: Rename Gaussian Pyramid Color pyramid in resource
7 年前
sebastienlagarde
c810e7d7
Fix issue with shader resource of sky
- Move all Sky shader to RenderPipeline resources to avoid error when
creating template
- Fix naming inconsistency with sky: skyHDRI => hdriSky SkyProcedural =>
ProceduralSky
7 年前
Evgenii Golubev
98ba5ff6
Prepare the volume voxelization stub
7 年前
Evgenii Golubev
f8b3df68
Implement soft semi-conservative voxelization
7 年前
Frédéric Vauchelles
cac44820
Fixed depth pyramid buffer
7 年前
Yao Xiaoling
ebf0af82
Add default terrain material.
7 年前
sebastienlagarde
f797131f
Add preIntegratedFGD to asset resources
7 年前
Yao Xiaoling
cb671fbb
Merge remote-tracking branch 'remotes/origin/master' into gpu_terrain
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
7831dfd9
Changing flie DeferredDirectionalShadow to ScreenSpaceShadow
7 年前
Sebastien Lagarde
d69fdafe
HDRP: Add support for multiple PreIntegratedFGD + updte hlsl debug number
7 年前
Antoine Lelievre
5cc49b0c
Changing flie DeferredDirectionalShadow to ScreenSpaceShadow
7 年前
Yao Xiaoling
38856112
Fix merge.
6 年前
Julien Ignace
be5922ef
Refactor of constant buffers in HDRP
- Merged PerFrame/PerView into UnityGlobal
- Merged most sub systems constant buffers into UnityGlobal (decal, subsurface, lighting, ...)
- Moved AtmosphericScattering into the Lighting folder.
6 年前
Antoine Lelievre
7ba755b2
Add lux unit for HDRI sky
6 年前
Yao Xiaoling
4d7a5d51
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into gpu_terrain
6 年前
Antoine Lelievre
0f1f60cb
Add Gradient Sky from Laurent
6 年前
GitHub
6a81a760
Merge pull request #1777 from Unity-Technologies/GradientSky
Gradient sky
6 年前
Yao Xiaoling
a11976bf
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into gpu_terrain
6 年前
Anis Benyoub
38d93fc3
Fixing a missing resource (introduced by renaming cloth to fabric)
6 年前
Anis Benyoub
4cd20da6
Upgrading the renderpipeline resource version
6 年前
Anis Benyoub
e30715d6
Implement an option to display the light volumes of Point, Spot, Line, Rectangular Lights and Reflection probes
Add a singleton that generates basic Meshes to avoid regenerating them at every frame in debug mode
6 年前
Yao Xiao Ling
cfd45cf1
Merge remote-tracking branch 'remotes/origin/master' into gpu-terrain
6 年前
Julien Ignace
a9b03372
- Fixed stencil for decal normal pass (stencil test does not apply before UAV updates by default)
- Fixed normal buffer creation flag (was missing enableRandomWrite flag)
6 年前