Sebastien Lagarde
7fa398c4
HDRenderLoop: Reorganize LightLoop pass, move code into SinglePass.cs
8 年前
Sebastien Lagarde
882368f7
HDRenderLoop: Merge FTPL Build Light List part (tile, bigtile, cluster..)
- Only build light list, not light application for now
- untested, crash when big tile are enabled
8 年前
runes
1ff2ff4b
Moved debug rendering of tile lists to separate shader pass
8 年前
sebastienlagarde
610894d8
HDRenderLoop: Fix issue with tile list index + Rename SFiniteLightData to LightShapeData
8 年前
runes
6d7d07de
TilePass support for arealights
8 年前
runes
36e49e0d
Minor refactoring in HDRenderLoop: Renamed light types are now referred to as volumes and light models are now referred to as light categories
8 年前
sebastienlagarde
5882c727
HDRenderLoop: Draft of refator not working
8 年前
Sebastien Lagarde
5afbdc3c
HDRenderLoop: Push a version with C# that compile
8 年前
sebastienlagarde
b890244e
HDRenderLoop: Rename the directory HDRenderLoop in HDRenderPipeline
8 年前
sebastienlagarde
886b32ec
HDRenderPipeline: update unlit shader
8 年前
Sebastien Lagarde
408e09aa
HDREnderLoop: Fix cluster lighting + rename base layer to main layer
- Cluster opaque is working but cluster transparent is not working
- Change name base layer to Main layer influence
- Clean some unused code
8 年前
Sebastien Lagarde
a1e0f1e9
Rename scriptableRenderLoop Folder to ScriptableRenderPipeline
- Rename all "loop" name to "pipeline" name for FPTL/Basic/HD
- Update all include in HDRenderPipeline to match C++ #include path that
is Asset/ScriptableRenderPipeline
Caution: This PR require the new C++ code
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
293776aa
Compilation fix on PS4: removed static keyword and reverted Cluster size to 16 because there's not enough VGPR on PS4 to compile it otherwise (to investigate)
8 年前
runes
12d98082
fixed tile debugging dropdown
added tile classification with indirect dispatch (feature variant shaders)
added debugging mode for feature variants
8 年前
runes
f120a09b
added feature branches to lightloop
initial set of feature variant shaders
8 年前
Tim Cooper
c30d33b8
[Format]Reformat via format.pl to match the new conventions
8 年前
runes
918c1797
Feature flags now also include material/gbuffer flags.
8 年前
Evgenii Golubev
f5b4c7e9
Implement orthographic projector lights (single pass loop only)
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
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
Rune Stubbe
8b51c69a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Evgenii Golubev
4a9e84ed
Merge projector lights into punctual lights
7 年前
sebastienlagarde
65463a5e
HDRenderPipeline: Move material flags to Lit.hlsl as they are related to the defered material
Remove FeatureFlags file and move them to Lit.hlsl as they are related
to the material, so each deferred material can define its own
"optimization" with material classification. also the material know the
cost of light features. + simplify code of gettings material features
7 年前
Sebastien Lagarde
a07e9bd1
Change number of variant from 16 to 26
7 年前
sebastienlagarde
5ba18d3a
Add variant for material classification + clean split lighting evaluation
7 年前
sebastienlagarde
ea1d4cf6
First draft for aniso as materialId
7 年前
Evgenii Golubev
2031a5f8
Correctly support light classification with precomputed lighting
7 年前
Frédéric Vauchelles
90b2eb1e
Added refraction, roughness refraction and transparency absorption
7 年前
Sebastien Lagarde
9f87b816
Remove file path header from shader generator generated files as it depends on users folder and cause conflict
7 年前
Sebastien Lagarde
935bfd9b
HDRenderPipeline: Refactor LightLoop glue code
- add a "Lighting" structure in material that replace LightAccumulator
- use it in all prototype
- Material now apply the weights
7 年前
Julien Ignace
5a107310
Renamed TilePass to LightLoop
7 年前
Evgenii Golubev
613d7de3
Reduce the number of feature variants from 27 to 14
7 年前
Evgenii Golubev
228fd56b
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline
7 年前
Paul Melamed
ffd9f57f
intermediate commit, decals pass info to gpu light culling
7 年前
Paul Melamed
c4bad05f
decal cluster debugging
7 年前
Evgenii Golubev
e6540dfa
Implement clustering of density volumes
7 年前
sebastienlagarde
9801577c
Change code generation to allow multiple debug case for the same field. allow debug view normal
7 年前
Paul Melamed
75b17fab
Merge branch 'master' into decals/clustered
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/Decal.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DecalUtilities.hlsl
7 年前
Evgenii Golubev
e768893e
Merge branch 'master'
7 年前
Sebastien Lagarde
57ca73ef
Update all generated files
7 年前
Evgenii Golubev
0a2033df
Merge upstream/master
7 年前
Frédéric Vauchelles
7203df22
wip Screen Space Reflection forward pass
7 年前
Tim Cooper
fafb59af
Run code formatter.
7 年前