Evgenii Golubev
33a76e5a
Factor out PARALLEL_SCAN()
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
Evgenii Golubev
3c94f605
Store the MIS data in an equiareal map
8 年前
Julien Ignace
31df85eb
LayeredLit: Vertex colors now act as a height offset when using height based blend.
8 年前
Tim Cooper
5ce376fd
Moving to interfaced based SRL for better abstraction from Unity core
8 年前
Evgenii Golubev
c31ad089
Build probability tables using only 2D textures (cubemaps as arrays)
8 年前
Julien Ignace
36d89c76
- Improved LayeredLit test scene.
- Added a menu item to re-synchronize all LayeredLit materials.
- Fixed some multi-editing issues with LayeredLit material.
8 年前
Tim Cooper
d159698d
Add code to the loops to clear the intermediate renderers generated by the loop.
8 年前
Evgenii Golubev
9ec4d867
Clean up
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
6efb23b6
[srl]Start porting loops to use new state context.
8 年前
Evgenii Golubev
5f0870cc
Update comments and store the value of the integral of the image
8 年前
runes
4e827773
Changed tabs to spaces and removed debug code in shadeopaque
8 年前
Tim Cooper
7c771e53
[srl]Fix scene view rendering of fptl and hd loop
8 年前
Evgenii Golubev
0b7d0d75
Update the comment
8 年前
runes
9d2ab9fb
reintroduced compute shader version of light evaluation code
8 年前
Tim Cooper
1ddcb9ee
Merge remote-tracking branch 'origin/master' into refactorentrypoint
8 年前
Evgenii Golubev
52100761
Use texture Load() instead of sampling
8 年前
GitHub
8760c4f3
Merge pull request #65 from Unity-Technologies/LayeredLit
First version of Layered Lit shader height based blending.
8 年前
Evgenii Golubev
c3acc973
Initial implementation of BuildProabilityTables()
8 年前
GitHub
d5fa4483
Merge pull request #64 from EvgeniiG/master
Optimize IntegrateLD()
8 年前
Evgenii Golubev
62d91392
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Evgenii Golubev
0e06d868
Implement ComputeCubemapTexelSolidAngle()
8 年前
Evgenii Golubev
1e6ba10e
Perform stronger artifact clamping
8 年前
Evgenii Golubev
b9f2f83e
Update the comment
8 年前
Evgenii Golubev
8ad80363
Rename Hammersley and Fibonacci files
8 年前
Evgenii Golubev
db24b840
Remove the unused function argument
8 年前
Evgenii Golubev
e68c22d7
Rename ImportanceSampleGGXDirIsotropic() to ImportanceSampleGGXViewIndDir() to avoid confusion
8 年前
Evgenii Golubev
65fc4234
Optimize IntegrateLD() by using D_GGX_Inverse()
8 年前
Evgenii Golubev
7e821fe0
Implement ImportanceSampleGGXDirIsotropic()
8 年前
Evgenii Golubev
e3a00862
Replace max(0, x) with saturate to save 1 VALU
8 年前
mmikk
922fa26b
minor clean up. Didn't need these afterall
minor clean up. Didn't need these afterall
8 年前
Evgenii Golubev
dba98485
Improve the support of the Fibonacci sequence
8 年前
mmikk
485cc57e
prepare for platforms with compute but no texCubeArray
prepare for platforms with compute but no texCubeArray
8 年前
Evgenii Golubev
23f38d59
Use the Fibonacci sequence for convolving with GGX
8 年前
mmikk
36652038
enable trilinear on panos for ibl on mobile
enable trilinear on panos for ibl on mobile
8 年前
Evgenii Golubev
2b99d652
Use the optimized version of Hammersley2d() by default
8 年前
GitHub
5cecc6c4
Update README.md
8 年前
Evgenii Golubev
b9e6ec25
Remove a redundant addition
8 年前
mmikk
c9bc3369
prep work for high-end mobile support
prep work for high-end mobile support. Most mobile doesn't support
textureCubeArray so built-in to TextureCacheCubemap we allow a special
path which converts to panorama on the fly upon texture cache population
(only at the very moment when the cube map is injected and cached).
8 年前
Julien Ignace
af076815
Merge branch 'master' into LayeredLit
8 年前
Evgenii Golubev
3bd132b7
Use precomputed tables to store the Hammersley2D sequence
8 年前
GitHub
980ae986
Merge pull request #62 from EvgeniiG/master
Update the implementation of the procedural sky model
8 年前
Evgenii Golubev
bd1e1e95
Merge branch 'ProceduralSky'
8 年前
Evgenii Golubev
498f14dc
Remove a TODO
8 年前
Evgenii Golubev
00e0d5f5
Correctly set the depth texture
8 年前
Evgenii Golubev
59ed1885
Make small improvements to the procedural sky shader
8 年前
Evgenii Golubev
3f3f4548
Make sure the sky fully overwrites unoccluded parts of the frame
8 年前
Evgenii Golubev
34315214
Set values of legacy built-in uniforms
8 年前
Julien Ignace
95bd4bde
First version of layered shader height blending.
8 年前