Paul Demeulenaere
37270dfe
Move SampleBakedGI & CalculateVelocity to MaterialUtilities.hlsl (it allows sharing with MaterialGraph template shader)
8 年前
Julien Ignace
b322b140
Fixed baked lightmap so that they are read in RGBM in HDRenderPipeline.
8 年前
sebastienlagarde
66834685
HDRenderPipeline: Add Layered Displacement + fix issue with sky + some clean
- HDRI reflection is flipped, but HDRI and procedural sky are flipped
each other. For now fix the HDRI sky and we will fix procedural sky
after
8 年前
Sebastien Lagarde
4d17bef2
HDRenderPipeline: Draft about surface gradient code
8 年前
Sebastien Lagarde
14dc6caa
HDRenderPipeline: Replace tangentToWorld by the correct term worldToTangent
8 年前
Sebastien Lagarde
f1b63cc8
HDRenderPipeline: Some rename and cleanup + add few surface gradient define case
Apply WorldToTangent name even with surface gradient
8 年前
Sebastien Lagarde
01072951
HDRenderPipeline: Another pass on adding surface gradient code
- miss the init of vT1/Vb1 etc...
8 年前
Sebastien Lagarde
0365d4e5
HDRenderPipeline: Change LayerUV to UVMapping + add keyword MAPPING_PLANAR
- added _LAYER_MAPPING_PLANAR0 keyword
- Planar mapping is now a shader feature
- Move all SampleLayer to to ShaderLibrary and rename LayerUV to
UVMapping
- Create an enum UVMappingType instead of using isPlanar / is Triplanar
- Move double/mirror sided function to materialUtilities
- Update a lot of materials in test scene
8 年前
Sebastien Lagarde
d252ad49
HDRenderPipeline: Fix issue with SurfaceGradient + update flip/mirror normal
8 年前
Tim Cooper
c30d33b8
[Format]Reformat via format.pl to match the new conventions
8 年前
Sebastien Lagarde
ace26df8
HDRenderPipeline: Fix issue with GetShiftedNormal (cause artifact in diffuse lighting)
8 年前
sebastienlagarde
8a02d46a
HDRenderPipeline: Fix tangent issue when orthornomalize in Lit.shader
8 年前
sebastienlagarde
84f872d3
HDRednerPipeline: Add some comment for surface gradient and normalize tangentWS now
8 年前
sebastienlagarde
0e090e9d
HDRenderPipeline: Fix normalization of normal map with SurfaceGradient/POM
8 年前
Thomas Hourdel
dcedff6e
Added motion vectors support; Refactored HDCamera
8 年前
sebastienlagarde
c1c97c18
push draft
7 年前
sebastienlagarde
11e5ff03
HDRenderPipeline: Fix an issue with proxy volume. Was not working and broken with camera relative
7 年前
sebastienlagarde
86ea2884
HDRenderPipeline: Add support for HDRLightmap
7 年前
sebastienlagarde
29051d8c
HDRenderPipeline: Remove shadowmask code that was not suppose to be commited
7 年前
sebastienlagarde
4287ed02
HDRenderPipeline: Split Lit and LayeredLit data file in several part to make it more readable
7 年前
Sebastien Lagarde
36f3cfd4
merge unity 2017.3
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
Julien Ignace
ffbd199e
- Fixed objects motion vectors (they were upside down)
- Fixed some warnings
7 年前
Julien Ignace
d04d893b
Fix object motions vectors and a few warnings.
7 年前
Joel de Vahl
73b75a26
Make sure we get the correct lightmap decode parameters when in gamma mode
7 年前
sebastienlagarde
cb2ee22e
Fix shadowmask warning + lightmap warning
- Fix warning about shadowmask index not being bing
- Fix warning about decode instruction in lightmap already bind
7 年前
Mikko Strandborg
335fd2b5
Fixes for cases when real != float. We need to declare both real and float variants for the functions in such cases.
7 年前
sebastienlagarde
ded6bbde
Homegenize code of motion vector + fix discrepency between object and camera motion blur
7 年前
sebastienlagarde
c1827b93
Rename positionWS to positionRWS + update shader graph template
6 年前
Sebastien Lagarde
b5790696
HDRP: Improve camrea relative rendering for LPPV + Fix stacklit planar mapping
6 年前
Sebastien Lagarde
56790568
Refactor GetBakedDiffuseLighting
- Shader code change: Rename GetBakedDiffuseLighting to ModifyBakedDiffuseLighting. This function now handle lighting model for transmission too. Lux meter debug mode is factor outisde.
- Shader code change: GetBakedDiffuseLighting is not call anymore in GBuffer or forward pass, including the ConvertSurfaceDataToBSDFData and GetPreLightData, this is done in ModifyBakedDiffuseLighting now
- Shader code change: Added a backBakeDiffuseLighting to BuiltinData to handle lighting for transmission
- Shader code change: Material must now call InitBuiltinData (Init all to zero + init bakeDiffuseLighting and backBakeDiffuseLighting ) and PostInitBuiltinData
- Update shader graph associate code
6 年前
sebastienlagarde
b55f5754
Fix issue with shader graph - wasn't compiling
6 年前
Antoine Lelievre
89a7cb75
Moved indirect lighting multipliers to MaterialUtilities
6 年前
Sebastien Lagarde
24e59066
Split materialUtilities in 2 files (for VFX editor)
6 年前