Stephane Laroche
3187dab5
New StackLit forward only material: Can serve as a basic template for a new lit material creation with a different lighting code path glued in material.hlsl.
Only supports base unlit material parameters with the addition of : analytical lights with a diffuse lambert BSDF, interpolated geometric normal and double sided option.
7 年前
Stephane Laroche
ad31624f
-Add base 2 lobe specular GGX along with inputs and UI.
-Fix missing base* keyword setting and gui virtual function callbacks (in addition to their abstract equivalent already handled) (see BaseUnlitUI)
7 年前
Stephane Laroche
e5b6c4fb
Implement vertically layered BSDF model with anisotropy.
7 年前
Jean-François F Fortin
059f098f
First working version of the UI.
Still missing implementation for UVs and channels.
7 年前
Jean-François F Fortin
f5a4da8f
-Added foldouts.
-Added channel variables to textures.
7 年前
Jean-François F Fortin
2d4b30ed
Fixed groups, now they stay in the same state as they were when you go back to the material.
7 年前
Jean-François F Fortin
83ab42b8
-Implemented texture parameters UI + shader code.
-Added UV types as the usual UV set + Planar (and eventually triplanar)
7 年前
sebastienlagarde
44ad647c
Add support for triplanar + handle local/world space
7 年前
sebastienlagarde
f0baa14d
HDRP: StackLit Triplanar - handling of local and world correctly per attribute
7 年前
Stephane Laroche
10f8090a
Merge branch 'stacklit' into stacklit_vl_merge
# Conflicts:
# ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/BSDF.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/StackLit/StackLitUI.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLit.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLit.shader
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLitData.hlsl
7 年前
sebastienlagarde
dd45564c
Update Stacklit normal map - Add support for triplanar normal map + obj space / tangent space
7 年前
Stephane Laroche
ecc9d71b
Merge remote-tracking branch 'mainrepo/master' into stacklit
7 年前
Stephane Laroche
6a42ea81
Uniformity, dual lobe material feature keyword.
7 年前
Jean-François F Fortin
6f2a25cc
SSS + Transmission
7 年前
sebastienlagarde
bac63c51
Add ambient occlusion properties on Stacklit
7 年前
sebastienlagarde
f5c025d5
Add support for ambient occlusion on stacklit + misc fix in UI
7 年前
Stephane Laroche
d760c6a1
Working analytical lights with anisotropy and coat, per light recalculations should work.
7 年前
Stephane Laroche
088b48f1
Bug fix (swapped a lobe id somewhere, looks better now), vlayering anisotropic "matching" hack, energy compensation per lobe, debug mode
7 年前
Jean-François F Fortin
9f8080f8
Added SSS (works, untested) and Transmission (untested).
7 年前
sebastienlagarde
2de26e3b
Adding various UI for stacklit (iridescence + clean) first draft
7 年前
sebastienlagarde
c53df482
Fix various problem + add DielectricIor
7 年前
sebastienlagarde
b9939e8b
Various fix for coat smoothness of stacklit
7 年前
Stephane Laroche
39777104
Independent Coat Normal Map: Input management
7 年前
Jean-François F Fortin
994a42d3
Added geometric filtering for spec AA.
7 年前
Stephane Laroche
ed9250ea
Fix vlayering recompute per light option and make it a shader feature for easier testing.
7 年前
Stephane Laroche
7c5c2c6d
Expose more config options and make them work with dual normal maps. Streamline more code for BSDF evaluation wrt all config switches.
7 年前
Sebastien Lagarde
fc4da057
Clean UI for specularAA
7 年前
Sebastien Lagarde
079ea329
Add support of Texture filtering (seems to not work yet)
7 年前
sebastienlagarde
55b91556
Replace EmissiveIntesnity by EmissveColor HDR
Remove all occurrence of EmissiveIntensity. Emissive color is now HDR (with HDR color picker). Data need to be updated
7 年前
sebastienlagarde
661eacb1
HDRP: Update default value of emissiveColor
7 年前
Stephane Laroche
6830f5c5
Added iridescence on the bottom of the stack (needs a bit of work still, had to hack to avoid TIR, dual normal will still cause artefacts because of the fake refraction through the geometric normal. Also to check/fix f0 handling and conversion).
7 年前
sebastienlagarde
56693471
Improve upgrade material system + Add versionning via HDRPProjectVersion.txt to project settings
7 年前
Sebastien Lagarde
dcbff94f
refactor shader variant per material + Add variant stripper for stacklit and selection
7 年前
Stephane Laroche
d85052d9
Merge branch 'master' into StackLit2
7 年前
Stephane Laroche
7933fd8d
Merge branch 'master' into StackLit2
7 年前
Sebastien Lagarde
4d25d4a1
Add normal buffer to directional shadow and forwar
+ add poistion input to prototype of ConvertSurfaceDataToBSDFData
7 年前
Sebastien Lagarde
23c3f077
various fix + backport change of WRITE_NORMAL_BUFFER on all shader + add shader preprocessor
7 年前
Stephane Laroche
7842bbf8
Merge remote-tracking branch 'mainrepo/master' into StackLit2
7 年前
Paul Melamed
f4e0f28f
added #pragma multicompile to StackLit and some comments
7 年前
Sebastien Lagarde
d4c5fff5
HDRP: Add support of detail normal and smoothness to Stacklit
- Fix an issue in the UI with Remap and Range
- Add detail normal and smoothness map (overlay for smoothness)
- Fix compilation issue with GetGGXAnisotropicModifiedNormalAndRoughness refactor
7 年前
Stephane Laroche
17a0a722
Comments.
7 年前
Paul Melamed
141afc6f
Merge branch 'master' into decals/v2/per_channel_mask
# Conflicts:
# com.unity.render-pipelines.high-definition/HDRP/Material/Decal/Decal.cs.hlsl
7 年前
Paul Melamed
1fc5aacc
adressed PR comments
moved DecalProjector transform update check to LateUpdate so it works correctly when attached to bones.
6 年前
Stephane Laroche
6a34e975
StackLit: proper ambient occlusion, specular occlusion and bentnormals
-Make the AO and SO path clean since we're forward based (no more double occlusion and occlusion on emissive).
-Configurable per-lobe specular occlusion on environment lights and debug options. Also use GTAOMultiBounce tint in the context of vertical layering.
(Enabling SO is orthogonal to bentnormals presence, the choosen algo for the data-based occlusion will use the normal or bentnormal if present)
-Bentnormal map which piggy backs on all normal map parameters (add UI code to allow this too)
-Fix GGX energy compensation term application
-Reuse some Lit shader_feature keywords
6 年前
Stephane Laroche
12aebb34
StackLit: New base parametrization and dual lobe hazy gloss parametrization.
-SpecularColor mode now selectable
-Dual specular lobe has two parametrization: direct and hazy gloss (Barla et al. 2018-07)
-UI changes to support multiple parametrizations and also avoid useless keyword switching in some instances
-Additional note on specular occlusion and anisotropy
6 年前
Stephane Laroche
09d96a6f
Add a UIBufferedProperty and implement a limiting option for hazy gloss parametrization's output f0 for dielectrics when metallic input is used.
Also move static property forwarding setup functions in BaseMaterialUI.
6 年前
Stephane Laroche
8e152582
Add secondary lobe independent anisotropy control (also used for hazeExtent in the hazyGloss parametrization of dual specular lobes)
6 年前
sebastienlagarde
e935bb53
HDRP: Use "lineargrey" texture for detail map on stacklit instead of grey
6 年前
GitHub
7281fe31
Merge branch 'HDRP/staging' into decals/v2/per_channel_mask_new_ui
6 年前
sebastienlagarde
12a407ff
increase normal scale range (BotD)
6 年前
Stephane Laroche
73aab246
Merge branch 'hdrp/staging' into StackLit2_TrunkTest
# Conflicts:
# com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.cs
6 年前
sebastienlagarde
f222f97c
Rename DBuffer -> Decals + Add decal multicompile option
- Rename DBuffer -> Decals
- Add multicompile for no decals at all (for support decals)
- TODO: Shader stripping
6 年前
Sebastien Lagarde
65ea94ef
Update the material upgrader system to be per material and not per project
6 年前
Sebastien Lagarde
cb44566e
Rename _DECALS_3RT to DECALS_3RT and lower variant count
6 年前
Sebastien Lagarde
fbcdb866
Add DECAL_OFF for decal to remove more variant + rename
6 年前
GitHub
80d748f5
Add light linking support ( #1758 )
* HDRP: Add support of light layering for forward (first draft)
TODO:
- Test instancing
- Check perf
- add an option to disable light layer support + in frameSettings
- add deferred rendering support (mean add an optional extra GBuffer)
* Add LightLinking support (version 1 - compile)
This PR add support of LightLayers feature.
To use it, setup mask renderingLayers on renderers and LightLayers on a lights. If a logical and of both give a non 0 value, the light is apply, otherwise it isn't.
This mean that by default LightLayers is 1 and RenderingLayers is 1. Then user can say LightLayers is only 2 and it will only affect renderingLayers with 2 or 3 mask value.
LightLayers require an extra GBuffer in deferred, mean it have extra bandwidth and memory cost.
LightLayers once enabled in HDRPAsset with SupportLightLayers can be control by FrameSettings. Mean a camera can enable extra RT only for an in game cinematic.
This PR refactor...
6 年前
Paul Melamed
26eb1cae
add decals to stacklit material
decals correctly affect normal buffer in forward and for stacklit in deferred
6 年前