Evgenii Golubev
360609df
Reduce the importance sampling bias
8 年前
Evgenii Golubev
1b52a0cc
Make sure light sampling (and eventually MIS) can be correctly toggled at runtime.
8 年前
Evgenii Golubev
7ad2f0d1
Clamp NaNs arising during light sampling
8 年前
Evgenii Golubev
a8c79dbc
Move UNITY_SPECCUBE_LOD_STEPS out of D3D11.hlsl
8 年前
Evgenii Golubev
6f11466b
Revert the UNITY_SPECCUBE_LOD_STEPS change
8 年前
Evgenii Golubev
cd501ebc
Vary the sample count depending on roughness
8 年前
Evgenii Golubev
26726ebe
Improve MIS texture parameter naming
8 年前
Evgenii Golubev
0ec36b00
Remove randomization
8 年前
Evgenii Golubev
77cca537
Remove extra bias
8 年前
Evgenii Golubev
f25905a5
Remove random + 0.5
8 年前
Evgenii Golubev
ff3bc37e
Add TODOs
8 年前
Evgenii Golubev
2da423a6
Bias importance sampling
8 年前
Evgenii Golubev
efd3ad16
Replace tangent frames with 'localToWorld'
8 年前
Evgenii Golubev
1af099df
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into MIS
8 年前
Evgenii Golubev
6fed15cc
Correct and rename UNITY_SPECCUBE_LOD_STEPS
8 年前
GitHub
41a8c8e2
Merge pull request #69 from Unity-Technologies/refactorentrypoint
Refactorentrypoint
8 年前
Tim Cooper
dfee6188
Merge branch 'master' into refactorentrypoint
8 年前
Evgenii Golubev
e5351e0c
Factor out BinarySearchRow()
8 年前
Tim Cooper
2a19f5f7
Remove camera provider (pass from C++ again) + update loops to match new unity side code.
8 年前
Evgenii Golubev
ab866dab
Add the initial implementation of light importance sampling
8 年前
Tim Cooper
5b39107f
Make changes based on joachims feedback.
-Split Asset / created instance more cleanly.
-Asset provides an RenderLoop instance that can be used for rendering
-Remove data store (implicitly the loop instance now)
8 年前
Evgenii Golubev
d1f3563b
Rename ImportanceSampleGGXViewIndDir() to ImportanceSampleGGXDirVeqN()
8 年前
Tim Cooper
287456d2
fix final issues (possible null ref + calling wrong function on cleanup)
8 年前
Evgenii Golubev
e195a008
Remove semicolons after macro definitions
8 年前
Tim Cooper
0f344926
Fix feedback from PR
8 年前
Evgenii Golubev
33a76e5a
Factor out PARALLEL_SCAN()
8 年前
Tim Cooper
1144884f
Merge remote-tracking branch 'origin/master' into refactorentrypoint
Conflicts:
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.cs
8 年前
Evgenii Golubev
3c94f605
Store the MIS data in an equiareal map
8 年前
Tim Cooper
5ce376fd
Moving to interfaced based SRL for better abstraction from Unity core
8 年前
Evgenii Golubev
c31ad089
Build probability tables using only 2D textures (cubemaps as arrays)
8 年前
Tim Cooper
d159698d
Add code to the loops to clear the intermediate renderers generated by the loop.
8 年前
GitHub
7a0c40da
Refactorentrypoint ( #68 )
Update to the RenderPipes to support the new paradigm on how to go about writing a renderpipe.
Renderloops now should only contain configuration information + a call out to the rendering logic (preferably living in a static function). A loop now executes within a 'rendering context' that passes along a sidecar configuration file called a 'DataStore'. Any transient information that is needed between frames should be stored in this datastore (things like the materials / rendertextures). When the renderloop is destroyed this sidecar data is automatically cleaned up. It can also be cleaned manually.
Currently only the BasicRenderLoop has been ported to this new model due to the other loops not having a separation of concerns between transient data and configuration. They need the loop owners to detangle this before porting to the new model can take place. These existing loops still work, but they suffer from the same lifecycle issues they have had up unti...
8 年前
Tim Cooper
6efb23b6
[srl]Start porting loops to use new state context.
8 年前
runes
4e827773
Changed tabs to spaces and removed debug code in shadeopaque
8 年前
Tim Cooper
7c771e53
[srl]Fix scene view rendering of fptl and hd loop
8 年前
runes
9d2ab9fb
reintroduced compute shader version of light evaluation code
8 年前
Tim Cooper
1ddcb9ee
Merge remote-tracking branch 'origin/master' into refactorentrypoint
8 年前
Tim Cooper
e9ce1c42
[srl]Implement c# changes to match the c++ code changes.
8 年前
GitHub
0ef45c8c
Merge pull request #5 from stramit/issues-fix
Issues fix
8 年前
joce
e895baa6
Make added nodes appear under mouse cursor
Signed-off-by: joce <joce@unity3d.com>
8 年前
joce
184e9204
Fix weird bar under title bar
Signed-off-by: joce <joce@unity3d.com>
8 年前
joce
72ac3b4c
Fix RectangleSelect + node selection highlight
Both issues were caused by the nodes positioning incorrectly being flagged as
Relative. Putting it to Absolute fixed all of this. It also messed with the
nodes positioning, which is why the ShaderGraphs had to be changed as well.
Signed-off-by: joce <joce@unity3d.com>
8 年前
joce
4aa813fd
Update to new GraphView
Update includes fix for MiddleMouse / Alt+LeftMouse pan
Signed-off-by: joce <joce@unity3d.com>
8 年前
Tim Cooper
e6b70122
[Material Graph]Show slot default inputs in the inspector.
8 年前
Peter Bay Bastian
46e1234d
Styling for connectors
8 年前
Peter Bay Bastian
cb87ed84
Minor improvements to graph inspector
8 年前
Peter Bay Bastian
7343f497
Added IDisposable functionality to ObjectPool (and ListPool)
8 年前
Peter Bay Bastian
ddc991d7
Removed un-pin functionality, such that a node is always pinned (defaults to active master node). Also improved interface for AbstractGraphInspector.
8 年前
Peter Bay Bastian
e5c4ffb6
Inspector now listens for changes to node relevant to the previewed node. It is now possible to pin the selected node, while another node is pinned (to avoid having to click 2 times). Constant re-paint is now only turned on if any relevant nodes require time.
8 年前
Peter Bay Bastian
a2959466
Implemented node pinning
8 年前