Julien Ignace
6f585179
Implemented base of "Atmospheric Scattering" framework.
- AtmosphericScatteringXXX files where definition/editor and shader code of the fog functions are and that are used by any shader where fog is needed (full pass opaque fog, transparent forward materials...)
- Implemented basic linear/exponential fog with Uncharted 4 "Mip Sky" color fetch trick.
7 年前
Julien Ignace
30bdceed
- Properly integrated fog for transparent Lit/Unlit materials.
- Added density parameter for exp fog
7 年前
Julien Ignace
6b716493
Added global fog toggle.
7 年前
Julien Ignace
10007208
Porting sky/fog systems to Interpolation volumes.
7 年前
Julien Ignace
7389ca21
Rewrote Sky/fog component with latest Volume APIs after merge.
7 年前
Sebastien Lagarde
b8b6dd9b
Push second draft
7 年前
Sebastien Lagarde
13eb066f
Fixed various issue and follow the deisng done with Julien. Working version
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
Julien Ignace
c02d593d
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_SkySettingsVolume
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/LightLoop.cs
# ScriptableRenderPipeline/HDRenderPipeline/Sky/AtmosphericScattering/AtmosphericScattering.cs
# ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs
7 年前
Julien Ignace
b782a332
Update code with last merge changes and fixed some formatting issues.
7 年前
sebastienlagarde
c690cbed
HDRenderPipeline: Update correctly AtmosphericScattering.cs.hlsl
7 年前
Thomas
28f477a0
Cleanup & debug stuff
7 年前
Julien Ignace
a533af44
Implemented height fog for linear and exponential fog.
7 年前
Evgenii Golubev
69dfe3f6
Switch to the volume system WIP
7 年前
Evgenii Golubev
e788c519
Port global density volumes to the interpolation volume system
7 年前
Evgenii Golubev
0be42a4f
Use correct terminology: rename "asymmetry" -> "anisotropy"
According to d'Eon, asymmetric scattering occurs due to anisotropic phase functions in anisotropic participating media.
7 年前
sebastienlagarde
01cd6f98
Add FrameSettings to hdCamera
7 年前
Sebastien Lagarde
f4660e9b
Add framesettings support to volumetric
7 年前
Tim Cooper
fafb59af
Run code formatter.
7 年前
Evgenii Golubev
f7ce098c
Add an option to the HDRP asset to increase the resolution of volumetric lighting
7 年前
Evgenii Golubev
b80d80b6
Implement linear boundary fade for density volumes
6 年前