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
4a214e97
- Fixed shader compilation errors on PS4
- Fixed auto-merge mistake
- Renamed blend mode to more artists friendly names and removed SoftAdd mode.
7 年前
sebastienlagarde
36c0ec18
Add _BLENDMODE_ACCURATE_LIGHTING keyword - change _ENABLE_FOG to _ENABLE_TRANSPARENT_FOG
- rename _LinearFogOoRange as _LinearFogOneOverRange
- add _BLENDMODE_ACCURATE_LIGHTING keyword
- change _ENABLE_FOG to _ENABLE_TRANSPARENT_FOG
- update test scene
- fix issue with refractoinMask not correct by default- rename
_LinearFogOoRange as _LinearFogOneOverRange
- add _BLENDMODE_ACCURATE_LIGHTING keyword
- change _ENABLE_FOG to _ENABLE_TRANSPARENT_FOG
- update test scene
7 年前
Evgenii Golubev
43d373d4
TODO: should we divide by ray segment length?
7 年前
Evgenii Golubev
d4501639
Clean up
7 年前
Peter Bay Bastian
9dd5e5c5
Change shader include paths to take advantage of Core being an include path now
7 年前
Evgenii Golubev
6f8ec8c3
Global rename: 'depthRaw' -> 'deviceDepth', 'depthVS -> linearDepth'
7 年前
GitHub
d6a58e9c
Merge pull request #594 from EvgeniiG/master
Reduce the number of dependent texture reads for SSS
7 年前
Evgenii Golubev
8ee2d44f
Merge 'master'
7 年前
Julien Ignace
10007208
Porting sky/fog systems to Interpolation volumes.
7 年前
Evgenii Golubev
78563feb
Merge branch 'master'
7 年前
Evgenii Golubev
fc06d6c6
Move V-buffer sampling to AtmosphericScattering.hlsl
7 年前
Evgenii Golubev
016a51ff
Prepare the volumetric reprojection framework
7 年前
Evgenii Golubev
a013ecb1
Improve the reprojection quality
7 年前
sebastienlagarde
4b26e012
Move all core file to subfolder CoreRP + update shader include path to CoreRP/ShaderLibrary
7 年前
Evgenii Golubev
4d0996e2
Use HW trilinear filtering for V-Buffer sampling
7 年前
Evgenii Golubev
14a2be10
Implement biquadratic filtering of the volumetric lighting
7 年前
Evgenii Golubev
24634f16
Reduce the reliance on macros for sampling the V-Buffer
7 年前
Evgenii Golubev
389ea636
Move the volumetric lighting preset to ShaderConfig
7 年前
Evgenii Golubev
abd2e6a8
Factor out VBuffer code
7 年前
Evgenii Golubev
c86b3214
Merge branch 'master'
7 年前
Evgenii Golubev
523323d4
Switch back to the regular alpha blending
7 年前
Evgenii Golubev
38e10475
Make the code less Italian by removing issues caused by copy-pasta
7 年前
Evgenii Golubev
170a4fb7
Make SampleInScatteredRadianceAndTransmittance() return transmittance
7 年前
Julien Ignace
a533af44
Implemented height fog for linear and exponential fog.
7 年前
Julien Ignace
1a984f4b
Bundle of warning fixes.
7 年前
Evgenii Golubev
b60509c2
Move VBuffer.hlsl
7 年前
Evgenii Golubev
1ef2e80a
Use an improved (generalized) depth distribution
7 年前
Evgenii Golubev
fdd5cb7f
Ignore VBuffer scale
This means there is some fractional error if the screen size is not a multiple of 8 (or 4, depending on settings), but the error is typically less than 1%, so it's not very visible.
7 年前
Evgenii Golubev
92ea5c34
Clean up VBuffer sampling
7 年前
Evgenii Golubev
e2795a17
Un-premultiply for color
7 年前
GitHub
8771660e
Fix incorrect clamping
7 年前
Evgenii Golubev
69dfe3f6
Switch to the volume system WIP
7 年前
Evgenii Golubev
e7f0a6d1
Fix issues with light leaking in volumetric lighting
(due to sub-allocation (resource aliasing) of the RTHandle system)
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
6 年前
Antoine Lelievre
832089b8
Disable fog when Diffuse, Specular and luxmeter debug modes are enabled
6 年前
sebastienlagarde
9f29886d
Update comment and changelog
6 年前