Sebastien Lagarde
882368f7
HDRenderLoop: Merge FTPL Build Light List part (tile, bigtile, cluster..)
- Only build light list, not light application for now
- untested, crash when big tile are enabled
8 年前
sebastienlagarde
91937fed
HDRenderLoop: Merge FPTL - start light application
- all broken for now
8 年前
sebastienlagarde
814ebce6
HDRenderLoop: Fix some warning in compute shaders
8 年前
sebastienlagarde
610894d8
HDRenderLoop: Fix issue with tile list index + Rename SFiniteLightData to LightShapeData
8 年前
runes
36e49e0d
Minor refactoring in HDRenderLoop: Renamed light types are now referred to as volumes and light models are now referred to as light categories
8 年前
mmikk
8ef3ae75
misc bug fixes
misc bug fixes
8 年前
Sebastien Lagarde
546401a2
HDRenderLoop: Version that compile and display something
8 年前
Julien Ignace
7b7eb3b4
Fixed a number of compilation issue with PS4.
8 年前
Antti Tapaninen
65e1c7e7
workaround hlsl bytecode/metal output issue that only triggered on iOS
8 年前
mmikk
53139a71
prevent crash on iOS from illegal access
prevent crash on iOS from illegal access. In HLSL, unlike c++, for the
statement if(A && B) B is executed whether A succeeds or fails. In this
case the result is a crash on iOS (since we convert from hlsl to d3dasm
to metal).
8 年前
Antti Tapaninen
13ea9eba
fix a typo from 6a559794e99deb97862d7665ded84ac0396dbcf3
8 年前
mmikk
65dc77ef
fix something obvious :)
fix something obvious :)
8 年前
GitHub
89421bcf
Merge branch 'master' into metal
8 年前
sebastienlagarde
48a18cb1
HDRenderPipeline: Fix shader warning + ligth limits
8 年前
mmikk
e8505d17
switch to structured across the board
switch to structured across the board
8 年前
Sebastien Lagarde
a1e0f1e9
Rename scriptableRenderLoop Folder to ScriptableRenderPipeline
- Rename all "loop" name to "pipeline" name for FPTL/Basic/HD
- Update all include in HDRenderPipeline to match C++ #include path that
is Asset/ScriptableRenderPipeline
Caution: This PR require the new C++ code
8 年前
mmikk
caf9e0b1
get rid of some warnings (all false positives)
get rid of some warnings (all false positives)
8 年前
runes
8d6eac51
compile fixes for xbox one
8 年前
Antti Tapaninen
48d64603
unify lightlistbuild compute kernels a bit + spaces to tabs
8 年前
sebastienlagarde
ddd7d5d5
HDRenderPipeline: Change all include shader absolute path to relative path
8 年前
Antti Tapaninen
097f384d
metal/ios: proper fix for out of bounds issue with g_vBigTileLightList
8 年前
sebastienlagarde
f946b09a
HDRenderPipeline.: Create RenderPipelineResources
RenderPipelineResources will keep a reference on all the compute shaders
and regualr shaders. It replace TilePassResources and we will remove all
Resources folder
8 年前
sebastienlagarde
d396f2b8
HDRenderPipeline: Update compute shader
8 年前
sebastienlagarde
0e6f3478
HDRenderPipeline: update shader generator and code to match C# static naming convention
8 年前
Evgenii Golubev
845d5061
Port Morten's orthographic FPTL changes to HDRP
7 年前
Peter Bay Bastian
a1133cd9
Update #includes of ShaderLibrary to new path
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
87e85612
Refactor math constant defines
7 年前
GitHub
d6a58e9c
Merge pull request #594 from EvgeniiG/master
Reduce the number of dependent texture reads for SSS
7 年前
Julien Ignace
5a107310
Renamed TilePass to LightLoop
7 年前
sebastienlagarde
4b26e012
Move all core file to subfolder CoreRP + update shader include path to CoreRP/ShaderLibrary
7 年前
Paul Melamed
ffd9f57f
intermediate commit, decals pass info to gpu light culling
7 年前
Evgenii Golubev
e6540dfa
Implement clustering of density volumes
7 年前
uygar
275279fa
Introduced new macros for flow control attributes.
7 年前
Paul Melamed
429be124
Merge branch 'master' into decals/clustered
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
7 年前
Evgenii Golubev
3ad3c7d7
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline
7 年前
Julien Ignace
d4548639
Added #pragma_only_renderers to compute shaders.
7 年前
Robert Srinivasiah
071d7e11
Start port of HDRP BigTile to XR
Adding support for stereo-ized matrices
7 年前
Evgenii Golubev
0a2033df
Merge upstream/master
7 年前
Robert Srinivasiah
a9ca9749
Annotate changes needed in Big Tile Shader
Just comments
7 年前
Robert Srinivasiah
35e49053
Support stereoized g_mScrProjectionArr in bigtile
eyeIndex is sourced from GroupID.z
7 年前
Robert Srinivasiah
1dbc76c2
Working implementation of stereo big tile
Need to clean up comments, but wanted to leave them in here for posterity (useful dev notes in there)
7 年前
Robert Srinivasiah
bbed8914
Cleanup comments
And actually rename s_TempIntArray!
7 年前
Robert Srinivasiah
1a077742
Extensive notes about what and how to stereo-ize clustered light gen
Strictly comments, but this lays out the infrastructure needed to support stereo
Basically:
* Screen-space texture? Generate stereo corrected coordinates
* Light cull data (view dependent)? Generate stereo corrected indices
* BigTile lookup? Generate stereo corrected indices
* Screen-space light AABBs? Generate stereo corrected indices
* Using projection matrices? Stereo indexing
* Writing out layared offsets or backplane info? Stereo corrected
The only thing that really doesn't get stereo corrected is the clustered light list, as they are tightly allocated, completely independent of cluster location.
7 年前
Evgenii Golubev
dd8b51a8
Merge branch 'master'
7 年前
Felipe Lira
35cef52a
Fixed shader include paths
7 年前
Felipe Lira
e3f706be
Fix shader include case sensitiviness
7 年前
Kay Chang
53b01e3a
WIP adding Switch support.
7 年前
Kay Chang
c279dc9c
Re-added modified files for Switch without BOM.
7 年前
Tim Cooper
fafb59af
Run code formatter.
7 年前
Frédéric Vauchelles
c2317504
Added support for oblique matrices in light loop culling
6 年前