sebastienlagarde
1ec6d8b9
First set of files
First set of files submit to iniate the project and be able to work from
home :)
This is WIP and files will move/change.
For now just a set of file mostly empty, setup name etc...
8 年前
Joachim Ante
32b23b9d
Refactor API validation code to actually check that each define is
indeed define, this prevents platforms from going out of sync.
8 年前
sebastienlagarde
e0d8b29f
Minor change, add unity_reversed_z
8 年前
sebastienlagarde
0c45d07f
HDREnderLoop: Convert CGPROGRAM to HLSLPROGRAM + Add double sided support
Double sided still not work yet
8 年前
sebastienlagarde
b7ac9b37
HDRenderLoop: Make transparent object working + doublesided mode work
8 年前
sebastienlagarde
acd11ee0
HDRenderLoop Rename DisneyGGX to Li and convert to whitesapce convention
8 年前
sebastienlagarde
b2a49403
HDRenderLoop; start support of reflection probe
- Add texture abstration in API
- Add imagebasedlighting.hlsl
- Add divide pi version of BSDF
- Change resolution of cubemap as 128
- Misc stuff
8 年前
sebastienlagarde
fe99ce30
HDRenderLoop: Add PreLightData concept (optimization)
- Add PrelightData concept: variable that you can precompute ahead of
calling the lighting loop
- Various stuff related to that: BRDF recomputed LambdaV version etc...
8 年前
vlad-andreev
bf6e54c5
tabs -> spaces
8 年前
sebastienlagarde
feca166f
Merge remote-tracking branch 'origin/master'
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
# Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/DebugViewMaterialGBuffer.shader
# Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightingForward.hlsl
# Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit.hlsl
# Assets/ScriptableRenderLoop/ShaderLibrary/Common.hlsl
8 年前
Sebastien Lagarde
236dada1
HDRenderLoop: Plenty of stuff + Meta pass renaming + Depth pass
- Add EnvTemplate to generate various combinaison of cube texarray and
simple cube for evaluteBSDF_env
- Rename class/file
- Introduce concept of FragInput
8 年前
Sebastien Lagarde
1602a326
HDRenderLoop: Push draft not compiling
8 年前
sebastienlagarde
f53cd1c7
HDRenderloop: Progress in supporting IES and shadowmap
- Add AffectDiffuse/AffectSpecular/GetShadowDimmer UI
- Add draft of shadow map support (not working)
- Add IES in shader (not in light)
- Add LightLoopContext struct
- Add various Texture/sampler macro
- Add GetCubeFaceID
- misc stuff
8 年前
sebastienlagarde
cb428a02
HDRednerLoop: Again msising file...
8 年前
Sebastien Lagarde
d75972a9
HDRenderLoop: Add LightProbe + ProbeVolume support (not tested)
8 年前
Sebastien Lagarde
e7a1bb1b
HDRenderLoop: Update to new texture abstraction everywhere
8 年前
sebastienlagarde
fc554180
HDRenderLoop: Rename TEXTURE2D_PASS to TEXTURE2D_PARAM
8 年前
Sebastien Lagarde
d8f13193
HDRenderloop: Setup minimal draw sky/HDRI (not working)
8 年前
sebastienlagarde
91937fed
HDRenderLoop: Merge FPTL - start light application
- all broken for now
8 年前
Sebastien Lagarde
a91df7f9
HDRenderLoop: Merge FTPL - application of opaque tiled lists (untested)
8 年前
Evgenii Golubev
1b21bc2e
Remove dangerous texture coordinate casts
8 年前
Evgenii Golubev
a22137fb
Add gather support
8 年前
Evgenii Golubev
845ca501
Fix gather macros
8 年前
Evgenii Golubev
22b19840
Add missing macro parameters
8 年前
Evgenii Golubev
84ef01ec
Remove GATHER_TEXTURE3D (does not exist)
8 年前
Evgenii Golubev
52100761
Use texture Load() instead of sampling
8 年前
Evgenii Golubev
c31ad089
Build probability tables using only 2D textures (cubemaps as arrays)
8 年前
Evgenii Golubev
e195a008
Remove semicolons after macro definitions
8 年前
Evgenii Golubev
ab866dab
Add the initial implementation of light importance sampling
8 年前
Evgenii Golubev
6fed15cc
Correct and rename UNITY_SPECCUBE_LOD_STEPS
8 年前
sebastienlagarde
34ba21bb
HDRenderPipeline: Push draft for adding POM
8 年前
Julien Ignace
4ce76493
Added V2 of height base blend + inherit from base layer albedo option.
8 年前
uygar
2a8f7eaa
Added missing files from initial commit.
8 年前
Antti Tapaninen
0c84a4f2
explicitly set unity_ProbeVolumeSH precision
8 年前
uygar
c8a27740
Merge branch 'master' into shadows
8 年前
Evgenii Golubev
08262cdc
Implement ZERO_INITIALIZE_ARRAY()
8 年前
Evgenii Golubev
2c8fcff2
Output HTile via a pixel shader
7 年前
Paul Melamed
650a7ab4
debugging projecting a decal onto geometry
7 年前
Evgenii Golubev
a46c0009
Merge the old volumetrics code (WIP)
7 年前
sebastienlagarde
188e343b
HDRenderPipeline: Add SAMPLE_DEPTH_TEXTURE to our various API
7 年前
Evgenii Golubev
7b797ff7
Merge branch 'master'
7 年前
Sebastien Lagarde
0cdbadfa
First draft
7 年前
Paul Melamed
68425c93
Merge branch 'master' into prototype/decals
# Conflicts:
# SampleScenes/HDTest/GraphicTest/RealtimeCubemaps.meta
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDStringConstants.cs
# ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
7 年前
Evgenii Golubev
4cd2d228
Replace all sampler macros with SAMPLER
7 年前
Evgenii Golubev
26ec6100
Update the texture abstraction to support shadows
7 年前
Evgenii Golubev
dfa4e4f9
Add SAMPLE_TEXTURE3D_LOD
7 年前
Evgenii Golubev
d1b5d0f0
Fix parameter order of BFE
7 年前
sebastienlagarde
bb7e9ab5
ShaderLibrary: Add Gather red/gree/blue to API
7 年前
Evgenii Golubev
55462675
Add comment
7 年前
Evgenii Golubev
effdbb9c
Merge branch 'master'
7 年前
Evgenii Golubev
19d47a75
Add LOAD_TEXTURE3D() and LOAD_TEXTURE3D_LOD()
7 年前
sebastienlagarde
d83489f4
Change ShaderLibrary to use REAL instead of float/half
7 年前
sebastienlagarde
ecdf681c
ShaderLibrary, change REAL to real
7 年前
Frédéric Vauchelles
281fe5bf
Use macro for depth down sample and support when gather red is not available
7 年前
Felipe Lira
e2a63632
Added VERTEXID_SEMANTIC to api files. Fixed BlitCubeTextureFace shader on gles 2.0.
7 年前
uygar
275279fa
Introduced new macros for flow control attributes.
7 年前
Aleksandr Kirillov
3ee0f4b3
Added LOAD_TEXTURE2D_ARRAY_MSAA to the Core API.
7 年前
Felipe Lira
60efd574
Added float and half variants to instrisicts
7 年前
Felipe Lira
175cbd2f
Fixed line ending on API files
7 年前
Evgenii Golubev
c966eb56
Update Shader API Files
Add RW_TEXTURE2D_ARRAY
Add SAMPLE_TEXTURE2D_ARRAY_GRAD
Add GATHER_ALPHA_TEXTURE2D (skipped GL)
Remove offsets from GATHER to make it consistent across APIs
7 年前