Julien Ignace
526fbc6f
HDRenderLoop debug params are now in a struct. Added an Inspector for HDRenderLoop
8 年前
Julien Ignace
d0e884be
Added the possibility to display transparent objects for Material Debug
8 年前
Julien Ignace
2a66fcda
Added the possibility to hide opaque or transparent objects
8 年前
Julien Ignace
581745c8
- HDRenderLoop: Added exposure/tonemap to the new inspector.
- Cleaned the way debug render are done.
8 年前
sebastienlagarde
acd11ee0
HDRenderLoop Rename DisneyGGX to Li and convert to whitesapce convention
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
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
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
sebastienlagarde
cc40fcbe
HDRenderloop: Add useForwardOnly option
8 年前
vlad-andreev
3e91c5e0
code cleanup part deux
8 年前
sebastienlagarde
73c7979a
Merge: missing file
8 年前
sebastienlagarde
bfedb067
HDRenderLoop: Update Unlit material
8 年前
vlad-andreev
3b8e0543
moved to the experimental namespace
8 年前
Sebastien Lagarde
ecc73ed7
HDRenderLoop: Add depth prepass +DepthPrepass for forward opaque
8 年前
Sebastien Lagarde
d8f13193
HDRenderloop: Setup minimal draw sky/HDRI (not working)
8 年前
sebastienlagarde
ad982eb6
HDRenderLoop: Rearrange debug param menu to be more artists friendy
8 年前
sebastienlagarde
996cc98f
HDRenderLoop: Move FragInput is now global to share code + reorganise debug attributes
8 年前
Julien Ignace
fd04e67f
- First version of sky renderer
- Added an Utilities class for re-usable methods in the renderloop (SetRenderTarget, Material creation, etc...)
8 年前
vlad-andreev
6533bb0d
[hd] shadow settings editor
TODO: have cascade editing use the proper widget
8 年前
Sebastien Lagarde
557e77d1
HDRenderLoop: First almost working version of tile from FPTL
8 年前
Sebastien Lagarde
41117464
HDRenderLoop: FPTL Tile pass working with direct light, not working correctly with cubemap
8 年前
Sebastien Lagarde
ab8c4846
HDRenderLoop: FPTL merge - Enable bigtile, need to fix cluster
8 年前
runes
1ff2ff4b
Moved debug rendering of tile lists to separate shader pass
8 年前
sebastienlagarde
8cac0660
HDRenderLoop: Clean some formatting error + fix issue with define
8 年前
Evgenii Golubev
134c25b5
Re-enable sky parameters in the editor
8 年前
Sebastien Lagarde
ceca355d
HDRenderLoop: Do misc refactor for the sky + few optim + write lot of todo
8 年前
Sebastien Lagarde
4a757643
HDRenderLoop; General cleanup pass around OnDisable/Cleanup
8 年前
Sebastien Lagarde
62c01cdd
HDRenderLoop: First no working version of cluster FPTL
8 年前
runes
6d7d07de
TilePass support for arealights
8 年前
Sebastien Lagarde
0e900c4e
HDRenderLoop: Commit second draft, need testing
8 年前
Sebastien Lagarde
5afbdc3c
HDRenderLoop: Push a version with C# that compile
8 年前
Sebastien Lagarde
1b338186
HDRenderLoop: SinglePAss work but Tile is broken...
8 年前
sebastienlagarde
469a2379
HDRenderLoop: Change struct TextureSettings to class + fix issue with single pass
8 年前
Felipe Lira
53636330
Updated project to use new RenderPipeline lifecycle.
8 年前
sebastienlagarde
4da37c9b
HDRenderLoop: Fix Texture settings, change it to struct again
8 年前
vlad-andreev
680ca5de
refactored HDRenderLoopInspector
8 年前
GitHub
3e5093c1
Merge pull request #37 from Unity-Technologies/scriptablerenderloop-graphicssettings
Scriptablerenderloop graphicssettings
8 年前
Julien Ignace
4f8f27fc
Started refactoring for sky framework.
- New SkyManager as central class
- Base class for user defined sky renderers and parameters
- Implemented HDRI sky with this abstraction.
8 年前
Sebastien Lagarde
d1bf008e
HDRenderLoop: Add distortion pass control + depth offset support
8 年前
GitHub
7fa32b4e
Merge pull request #47 from Unity-Technologies/SkyFramework
Skyframework
8 年前
Julien Ignace
d3f35f1a
- Split shadow setting relevant to the scene from the HDRenderLoop ShadowSettings structure to the CommonSettings component.
- Made sure everything worked fine with multi-editing.
8 年前
runes
9d2ab9fb
reintroduced compute shader version of light evaluation code
8 年前
Tim Cooper
6efb23b6
[srl]Start porting loops to use new state context.
8 年前
GitHub
7a0c40da
Refactorentrypoint ( #68 )
Update to the RenderPipes to support the new paradigm on how to go about writing a renderpipe.
Renderloops now should only contain configuration information + a call out to the rendering logic (preferably living in a static function). A loop now executes within a 'rendering context' that passes along a sidecar configuration file called a 'DataStore'. Any transient information that is needed between frames should be stored in this datastore (things like the materials / rendertextures). When the renderloop is destroyed this sidecar data is automatically cleaned up. It can also be cleaned manually.
Currently only the BasicRenderLoop has been ported to this new model due to the other loops not having a separation of concerns between transient data and configuration. They need the loop owners to detangle this before porting to the new model can take place. These existing loops still work, but they suffer from the same lifecycle issues they have had up unti...
8 年前
Tim Cooper
5ce376fd
Moving to interfaced based SRL for better abstraction from Unity core
8 年前
Tim Cooper
1144884f
Merge remote-tracking branch 'origin/master' into refactorentrypoint
Conflicts:
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.cs
8 年前
Tim Cooper
5b39107f
Make changes based on joachims feedback.
-Split Asset / created instance more cleanly.
-Asset provides an RenderLoop instance that can be used for rendering
-Remove data store (implicitly the loop instance now)
8 年前
sebastienlagarde
aacfb575
Rename HDRenderLoop to HDRenderPipeline
8 年前
sebastienlagarde
b890244e
HDRenderLoop: Rename the directory HDRenderLoop in HDRenderPipeline
8 年前
sebastienlagarde
cb97b488
HDRenderLoop: Rename renderLoop to renderContext
8 年前
Tim Cooper
2b3f2f91
[refactor namespace]
UnityEngine.Experimental.ScriptableRenderLoop -> UnityEngine.Experimental.Rendering
UnityEngine.Experimental.ScriptableRenderLoop -> UnityEngine.Experimental.Rendering.{LoopName}
8 年前
Chman
9e250d76
Added a quick & dirty post-processing stack for artists until the big one is ready
8 年前
Tim Cooper
aa75277c
[refactoring] HDLoop to do nice allocate / deallocate based on instantiation of loop instances.
8 年前
Tim Cooper
32acc565
[hdloop]Add sky asset + common settings asset.
8 年前
Julien Ignace
3a51e665
Start of new small framework for debugging stuff in HDRenderPipeline. Used it for shadow map visualization.
8 年前
Chman
f8c4dad7
Find serialized properties using an expression instead of a string (safer and won't break on refactor)
8 年前
Tim Cooper
a529e88b
Add common / sky settings to HD Inspector
8 年前
Tim Cooper
72689571
Pulling tile pass into it's own asset. :)
8 年前
Tim Cooper
df3d8efd
Fix inspector not resetting the loop
8 年前
Julien Ignace
df95d960
Merge branch 'master' into Branch_DebugShadows
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
# Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
# Assets/ScriptableRenderLoop/RenderPasses/ShadowRenderPass.cs
8 年前
Julien Ignace
e851ea7f
Fixed Debug GUI and "Enable shadow" parameters.
8 年前
Evgenii Golubev
517ba2ae
Create an asset for the SSS UI
8 年前
Julien Ignace
fe794f54
- Fixed shadow map debug max slider value with the correct number of visible shadows
- Fixed the shadow debug display shader to use the full screen quad GetVertexPosition method.
8 年前
Evgenii Golubev
f43fbd7c
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Julien Ignace
aab6d427
- Fixed last directional cascade to not be fully shadowed.
- Renamed Shadow Debug to Lightinig Debug and added GUI for Diffuse/Specular lighting debug.
8 年前
Evgenii Golubev
62b97260
Improve naming
8 年前
Julien Ignace
62fe15a4
Refactored current debug structures to be consistent with how Shadow Debug worked and correctly split Settings and Debug Parameters
8 年前
Julien Ignace
506c1212
Merge branch 'master' into Branch_DebugShadows
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
8 年前
Julien Ignace
0da32ed1
Merge branch 'master' into Branch_DebugLighting
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
# Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
8 年前
Julien Ignace
60dd6c48
Implemented lighting debug in the shader.
8 年前
Julien Ignace
2a8e9ce0
Renamed all XXXParametrers class to XXXSettings for consistency.
8 年前
Julien Ignace
6f47c87f
Moved SSS settings to HDRenderPipeline asset (because it's an engine settings, not per scene).
8 年前
sebastienlagarde
20a72b30
HDRenderPipeline: Change from 16x16 to 32x32 tile size for clustered
- Shader opaque compute doens't work
- Seems that if we disable clustered for forward, the fallback have some
conflict with tiling (not a use mode as the fallback is just a debug
mode but should not happen).
8 年前
Julien Ignace
d11b8e6e
Added an option in Lighting debug to display the sky reflection probe cubemap.
8 年前
Julien Ignace
17a9cbd9
Added a lighting debug mode to visualize Cascaded shadow splits.
8 年前
Evgenii Golubev
d75bcfa1
Implement 3 texturing modes for SSS
8 年前
Evgenii Golubev
1cbcdabc
Turn SSS profiles into assets
8 年前
Evgenii Golubev
8add767a
Turn SSS profiles into assets (2)
8 年前
Evgenii Golubev
589e1b1d
Remove the getter of SubsurfaceScatteringSettings
8 年前
Evgenii Golubev
ced19359
Make the SSS texturing mode a profile-local property
8 年前
Tim Cooper
c30d33b8
[Format]Reformat via format.pl to match the new conventions
8 年前
sebastienlagarde
68b2246c
HDrenderPipeline: Generate hlsl debug functions
Instead of wrtiting functions by hand user can now call generated debug
function and override thing he/she want.
8 年前
sebastienlagarde
ed55ce8f
HDRenderPipeline: Clean debgu settings
- Merge debugViewMaterial with Lightingdebug mode into a DisplayDebug
(less pass)
- Clean debug code, remove useless file
8 年前
Julien Ignace
25092737
Simplified (hopefully) the way we display material and lighting debug modes.
Material/Engine/Attributes/GBuffer are now clearly separated in the UI.
8 年前
Evgenii Golubev
162d8e01
Disney SSS WIP
8 年前
sebastienlagarde
8aa908b7
HDRenderPipeline: Add thin material option + Fix issue with transmission and shadow
- Add a thin material option on SSS profile
- Shadow was not working anymore with transmission due to merge conflict
with shadow branch
- Done a pass of format on file in Lit directory
- Share constant for number of profile between c#a and hlsl
8 年前
sebastienlagarde
17fe6711
HDRenderPipeline: Add default material for HDRenderPipeline
8 年前
Evgenii Golubev
04fd3af5
Use 16 profiles and vtx-NoV weighted thickness
8 年前
sebastienlagarde
dd356d49
HDRenderPipeline: Add support for defaultShader
8 年前
Julien Ignace
20413141
First version of debug menu serialization and undo/redo
8 年前
sebastienlagarde
6d899dd0
HDRenderPipeline: Rename HDRenderPipeline to HDRenderPipelineAsset and split in dedicated file
- Rename HDRenderPipeline to HDRenderPipelineAsset
- Move new renamed class in its own file
- Rename HDRenderPipelineInstance to HDRenderPipeline
8 年前
sebastienlagarde
d6537189
HDRenderPipeline: Make TilePass.LightLoop a regular class, not an asset
- Remove LightTileProducer class
- remove BaseLightLoop class
- TilePass.LightLoop is now a regular class
8 年前
sebastienlagarde
bab2a250
HDRenderPipeline: Update TileSetting to work correctly with HDInspector
The HDInspector now correctly display the UI
8 年前
Evgenii Golubev
85e3c31c
Merge branch 'disney_sss'
8 年前
Evgenii Golubev
e5738ffb
Roll back to 8 SSS profiles since our PS4 impl. doesn't support arrays of size 1024
8 年前
Julien Ignace
b09d5f72
- Cleaned up CommonSettings from Cascaded parameters which are now in the light.
- Cleaned up some now useless code in the init code of shadow system
- Split ShadowSettings struct into two different parts. One for the init and the other for the per frame setup
- Cleaned up HDRenderPipeline a bit (mostly moving logic stuff from the asset to the instance itself)
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
Evgenii Golubev
d238793c
Add the old SSS model back
8 年前
Evgenii Golubev
a61d4a42
Fix the issue with selection of the SSS model at runtime
8 年前
Evgenii Golubev
ac81c0ca
Force depth prepass for forward-only rendering
7 年前
Julien Ignace
292b0868
Moved tile debug modes into debug settings (and debug menu).
7 年前
sebastienlagarde
aedb2fa6
HDRenderPipeline: Remove splitLigthEvaluation code from TilePass
7 年前
sebastienlagarde
6a6e049c
HDRenderPipeline: Rename ShadeOpaque => deferred.compute + AO can affect direct lighting
- and clean the TilePassLoop to have less code duplication
7 年前
sebastienlagarde
3011d36c
HDRenderPipeline: Bring back cluster code (but disable it)
7 年前
sebastienlagarde
7934dae3
HDRenderPipeline: Refactor shader pass code + fix issue with error detection in editor
This PR clean the error code detection of legacy shader that was drawing
in every pass
It fix an issue with Prepass that was not always correctly handled with
forward only
It clean the code to avoid redundant call of forward pass
It reduce memory allocation by precomputing shader pass name
7 年前
Julien Ignace
9314e011
Added the possibility to do alpha test only depth prepass in deferred.
7 年前
Julien Ignace
ce27bfcb
- Added possibility to add "Runtime Only" debug items to the debug window.
- Exposed HDRP parameters for GPU Lighting and prepass to the runtime debug window.
7 年前
Julien Ignace
bc57fd4a
Small fixes based on PR feedback
7 年前
Thomas
2cdd3c12
Moved most of HDRP utilities to Core
7 年前
Thomas
076b0d65
Cleaned up unused usings
7 年前
Thomas
3d4686f1
Full SSS refactor
7 年前
Thomas
e7327a7f
HDRenderPipelineInspector cleanup
7 年前
Robert Srinivasiah
1cae2f94
Add master stereo disable switch to HDRP
7 年前
Julien Ignace
a7fec507
- Added new Global and Frame settings to start refactoring them.
- Removed Specular/Diffuse global dimmer from serialized global setting and put them in per frame lightingSettings instead.
7 年前
Sebastien Lagarde
61e9390a
HDRenderPipeline: Fix the pipeline to be fptl for opaque and cluster for transparent
- remove all the cluster settings option
7 年前
Sebastien Lagarde
ccb1518c
HDRenderPipeline: Re-enable option to have forward opaque cluster (for MSAA)
-reintroduce previously removed enabledFptlwhenCluster and rename it to
enableFptlForForwardOpaque
New rules are:
// Deferred opaque always use FPTL, forward opaque can use FPTL or
cluster, transparent always use cluster
// When MSAA is enabled, we only support cluster (Fptl is too slow with
MSAA), and we don't support MSAA for
7 年前
sebastienlagarde
55499af1
HDRenderPipeline: Update creation of RenderPipeline asset and resources
It is now easier to create an asset or a resources where we want.
7 年前
Julien Ignace
1308feb1
Merge branch 'feature/realtimeCubemap' of https://github.com/Unity-Technologies/ScriptableRenderLoop into feature/realtimeCubemap
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
7 年前
Julien Ignace
5a107310
Renamed TilePass to LightLoop
7 年前
runes
f9d6e4d8
support for tile binning in async compute (disabled)
7 年前
sebastienlagarde
c2788a9b
HDRenderPipeline: rename tileSettings -> lightLoopSettings
7 年前
Arnaud Carre
efa76805
added some required "using UnityEngine.Rendering" (now SRP API is not in Experimental namespace anymore)
7 年前
Sebastien Lagarde
b8b6dd9b
Push second draft
7 年前
sebastienlagarde
1dc58532
Add global/local/debug system (Working version)
7 年前
sebastienlagarde
feabd543
another round of change
7 年前
sebastienlagarde
cf6142d2
Another no compiling draft
7 年前
sebastienlagarde
2c5f3036
Update frame settings - adress various feedback
- Rename GlobalFrameSettings => RenderPipelineSettigs
- Remove various struct and put variables in RenderPipelineSettigs/FrameSettings directly
- Add better management of camera rename/disabling with debug menu
- Add EnableObjectMotionVector
7 年前
sebastienlagarde
f3665ff6
Remove code for Motion vectors in GBuffer as it don't fit our need (and don't work)
- Remove ShaderConfig.s_VelocityInGbuffer
- Remove all code for velocity in GBuffer
- added enableObjectMotionVectors in FrameSettings
- Update unity_MotionVectorsParams.y (ForceNoMotion) usage
7 年前
sebastienlagarde
519339f6
Rename to serializedFrameSettings
- rename framesettings to serializedFrameSettings
- rename m_DefaultActiveFrameSettings m_FrameSettings
7 年前
sebastienlagarde
10b356c3
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-motion-vector-behavior
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/RenderPipeline/FrameSettings.cs
7 年前
Julien Ignace
978e07e4
Moved resolution of sky rendering into global light loop settings in the HDRP asset (from the individual sky settings).
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
Julien Ignace
71b6b5f0
Added Sky Lighting Override through layers specific interpolation volumes.
7 年前
Julien Ignace
f6a78dc5
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_SkyLightingOverride
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs
7 年前
sebastienlagarde
9719be6b
HDRenderPipeline: Fix shadow mask enabling in frame settings
7 年前
Frédéric Vauchelles
ccc9a3ac
[HDCameraEditor] Refactoring of FrameSettings UI
7 年前
Frédéric Vauchelles
d1775233
[HDCameraEditor] fixde fade group issue
7 年前
Frédéric Vauchelles
3a51c9b2
[HDCameraEditor] Refactored UI Framework
7 年前
Frédéric Vauchelles
cedc5804
[HDCameraEditor] Cleaned HDRenderPipelineAsset Inspector
7 年前
Frédéric Vauchelles
7b22dfdd
|HDRenderPipeEditor] Dispose created HDRenderPipeline instance when the HDRenderPipelineAsset was modified in the Editor
7 年前
Sebastien Lagarde
a8ab890d
Rename SubsurfaceScattering Settings/Editor to DiffusionProfile + various file renaming/moving
7 年前
Sebastien Lagarde
814bb007
Decouple SSS and Transmission option
Rename EnableSSSAndTransmission as EnableSubsurfaceScattering and
EnableTransmission
Note: Disabling Transmission doesn't save the ALU if it is enabled in
the profile
+ Add supportSubsurfaceScattering in UI
+ Small cosmetic rearrangement at the beginning of lit.hlsl
7 年前