Evgenii Golubev
65c98c8d
Factor out the GGX filtering code
8 年前
Evgenii Golubev
6d6d3082
Rename 'IblGgx' to 'GgxIbl' for consistency
8 年前
Evgenii Golubev
94575da4
Remove the redundant 'GGX' from function names
8 年前
Evgenii Golubev
48d1ab44
Remove depth bits from RenderTargets which do not need them
8 年前
Evgenii Golubev
34c8c87d
Make RenderTextures explicitly linear
8 年前
Tim Cooper
c30d33b8
[Format]Reformat via format.pl to match the new conventions
8 年前
Antti Tapaninen
a2cdeb47
metal/ios: lower samplecount for mobile compute limitations, disable MIS since there is no read_write texture support
8 年前
sebastienlagarde
b088bb9a
HDRenderPipeline: Moive all shaders/compute into resources asset
+ fix an issue with building player with debug menu
8 年前
Tim Cooper
8b0f6d4c
use pooling
8 年前
Tim Cooper
b1156959
[gc]Convert to pooling
8 年前
Julien Ignace
838a2000
Improved markers for sky environment update pass.
7 年前
Julien Ignace
91a24342
Temp fix before we sanitize CommandBuffer usage (can't use nested CBs for now...)
7 年前
Julien Ignace
a097b170
Changed HDRP and Shadow system APIs to take command buffers instead of ScriptableRenderPipeline.
This forces client to handle Cmd Buffer management and execution. This is necessary due to the impossibility to use nested Command Buffers currently (so any API called from user land cannot create and execute a CB of its own).
7 年前
Evgenii Golubev
07664395
Remove the pre-generated mesh dependency from the GGX convolution shader
7 年前
Thomas
2cdd3c12
Moved most of HDRP utilities to Core
7 年前
Thomas
895c04b2
Improved ProfilingSample API
7 年前
Thomas
076b0d65
Cleaned up unused usings
7 年前
Thomas
2ad6c8a0
Cleanup / conventions
7 年前
Evgenii Golubev
cf57d1d5
Use the distribution of visible normals for runtime IBL prefiltering
7 年前
Julien Ignace
f901ecbc
Realtime Reflection Probes WIP: Implemented Specific Reflection Probe cache and do the GGX convolution on GPU for every probes.
7 年前
Julien Ignace
71fed2e5
Small cleanup and fixes
7 年前
Julien Ignace
dae258a5
Refactored SkyManager to be able to handle several sky rendering context at the same time (baking, visual and lighting override sky)
7 年前
Sebastien Lagarde
44dc1fce
Move SSS files, move code to Subsurface manager
- Add various resource to the render pipeline asset
- Move SSS shader/CS from lit to subsurface folder
- Move SSS related function from HDRenderPipeline to SubsurfaceManager
- Rename renderPipelinesResources to renderPipelineResources at various
place
7 年前
Julien Ignace
71f453af
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_SkySettingsVolume
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/RuntimeFilterIBL.cs
# ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs
7 年前
Frédéric Vauchelles
bc32f1eb
[PlanarReflection] Added planar reflection cache (wip)
7 年前
Frédéric Vauchelles
484b0b09
[PlanarReflection] Fixed realtime update for cache
7 年前
sebastienlagarde
116379ee
Add memory RT name/information everywhere
7 年前
sebastienlagarde
a12382a2
- Removed useless shadow atlases from HDRP
- Added debug texture name to all our caches
- Fixed a few leaks (rendertexture, materials, ...)
7 年前
Frédéric Vauchelles
b46b3284
(wip) Added planar convolution
7 年前
Frédéric Vauchelles
f2621813
Fixed mip size and RT creation while computing planar convolution mip chain
7 年前
Evgenii Golubev
f1877508
Update GetRenderTargetAutoName() to support volume textures
7 年前
Tim Cooper
fafb59af
Run code formatter.
7 年前
Jesse Barker
e7add690
Fixup texture format mismatches for Metal on iOS
7 年前
Thomas
7ffc71c9
First pass at refactoring and speeding up depth & color pyramids
6 年前
Thomas
e7f10913
Do the color pyramid in a separate buffer
6 年前