sebastienlagarde
4831ee61
Merge remote-tracking branch 'refs/remotes/origin/master' into ShaderLibrary
8 年前
Tim Cooper
51415775
[shader graph]Data refactor begins.
9 年前
Sebastien Lagarde
0949ab8d
Merge remote-tracking branch 'refs/remotes/origin/master' into ShaderLibrary
8 年前
Tim Cooper
68752636
[shader graph] Add missing API.
9 年前
Sebastien Lagarde
48e7ab2d
Merge branch 'ShaderLibrary' of https://github.com/Unity-Technologies/ScriptableRenderLoop into ShaderLibrary
8 年前
Tim Cooper
d6114824
[canvas2d] more tidying
9 年前
sebastienlagarde
e0d8b29f
Minor change, add unity_reversed_z
8 年前
Sebastien Lagarde
18a4a47d
Merge remote-tracking branch 'refs/remotes/origin/master' into ShaderLibrary
8 年前
Tim Cooper
15591be8
[canvas2d] Update canvas 2d version
9 年前
Sebastien Lagarde
3b340bc5
forget one file
8 年前
Tim Cooper
d1eb6888
[shader graph]
*properly initialize new graphs
*Reenable combine node.
9 年前
Sebastien Lagarde
6a00b2b9
Add misc function for deferred rendering
- Add world reconstruction function
- Add macro to abstrct GBuffer
- Add lighting information into SurfaceData and BSDFData
- Clean / comment some stuff
Note: forward and deferred code do not produce lighting for now
8 年前
Tim Cooper
556a7777
[shaderGraph]
*Use last shader string instead of hash.
9 年前
sebastienlagarde
016758b2
Update a bit the code for deferred + some notation update
8 年前
Tim Cooper
3d5186ac
[canvas2d]Make examples live in a namespace.
9 年前
sebastienlagarde
4984a6d0
Prepare for deferred rendering
Add FinalPass (for gamma correction), create init buffer and clear
buffer function, prepare deferred renderer buffer. Deferreded pass not
implemented yet
8 年前
Tim Cooper
accce8b1
[canvas2d]Import latest canvas2d
9 年前
sebastienlagarde
fdf8f78f
Bad previous fix, sorry
8 年前
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