Tim Cooper
bae5428b
add formatting helper to repository
8 年前
sebastienlagarde
cc40fcbe
HDRenderloop: Add useForwardOnly option
8 年前
Aras Pranckevicius
48cd6d9a
API change: ComputeDispatch -> DispatchCompute
8 年前
Sebastien Lagarde
bce39f68
HDRenderLoop: Make cubemap work (without parallax) and add ref mode
- comparison with ref GGX is not too bad, but still require improvement.
- wait for trilinear issue with cubemap to be solve before investigating
8 年前
Sebastien Lagarde
357d999e
HDRenderLoop: Add code to init texture one time at the launch of the loop
- Still need to confirm is this code is robust
- Also remove many common.hlsl include
8 年前
Sebastien Lagarde
ba76c316
HDRenderLoop: Move a lot of files for better classification
8 年前
Sebastien Lagarde
698d1646
HDRenderLoop: Move GBuffer description to Lit.cs
- So a material can define easily what kind of GBuffer it use without
having to dig into HDRenderLoop code
8 年前
Sebastien Lagarde
52eb3436
HDRenderLoop: Make cubemap code compile
- miss preDFG texture
- do not work currently
- Add bunch of sphere metal/dieletric from smoothness 0..1
8 年前
Tim Cooper
151572ca
Quick fix for graphs not saving, needs more investigation.
8 年前
sebastienlagarde
510e127a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Peter Bay Bastian
f62171b8
LINQ-ified some stuff in AbstractGraphDataSource.UpdateData()
8 年前
GitHub
c081640f
Update readme
8 年前
sebastienlagarde
524694c1
HDRenderloop: very Minor update
8 年前
Peter Bay Bastian
a848031a
Added NodeModificationScope for the onNodeModifiedCallback
Currently it is not used anywhere and all the places making the
callbacks are passing ShaderRegeneration. Need to analyse which
properties actually causes ShaderRegeneration as well as actually use
this callback to regenerate shaders rather than checking against node
version.
8 年前
Aras Pranckevicius
f1c43935
Always do HDR in FPTL test, switch albedo buffers to LDR
8 年前
Peter Bay Bastian
54caa127
Fixed a bug causing nodes without previews to have zero width
8 年前
Aras Pranckevicius
f3056d0a
Update git ignores
8 年前
Peter Bay Bastian
85173f43
Added UI for Vector{2,3,4}
8 年前
Aras Pranckevicius
370ba5f9
Cleanup unnecessary files
8 年前
Peter Bay Bastian
88700be8
MaterialNodeDrawer no longer uses MarkDirtyHack for time-dependent nodes, instead only re-painting
8 年前
GitHub
5c1656e1
Added license
8 年前
Peter Bay Bastian
cdc2bd79
Extracted NodePreviewDrawer from MaterialNodeDrawer
8 年前
GitHub
ebad79a0
Added readme
8 年前
Peter Bay Bastian
4668408f
AbstractGraphDataSource now re-uses existing elements when adding/removing nodes&edges
8 年前
Aras Pranckevicius
3333b3d3
FPTL: fix decoding of emission buffer
8 年前
Peter Bay Bastian
972c4a70
Add MonoDeveloper userprefs file to gitignore
8 年前
Aras Pranckevicius
1a967df9
API changes update: renamed RendererConfiguration members
8 年前
Paul Demeulenaere
23844ccb
Fix reflexion for Handles.ApplyWireMaterial (there are two existing methode)
8 年前
Sebastien Lagarde
a71d48c9
HDRenderLoop: Fix a warning
8 年前
Peter Bay Bastian
68ec6c34
Typo in AbstractGraphDataSource.MapType(Type)
8 年前
Sebastien Lagarde
a703417e
HDRenderLoop: Continue to work on implementing parallax cubemap
- Finish shader side, need to fix C++ side + generate specularDFG
texture
8 年前
Peter Bay Bastian
a6b9b337
Extracted type mapping of AbstractGraphDataSource into own function
8 年前
mmikk
aca1be24
prepare for available emission
prepare for available emission and remove emission buffer as source
8 年前
Peter Bay Bastian
60926063
ColorNodeData now re-uses the underlying list returned by GetControlData()
MaterialNodeData.Initialize(INode) is now virtual, so that e.g. ColorNodeData can override and do initialization of it's own first.
Implemented item reference checking for lists in NodeDrawer and MaterialNodeDrawer
8 年前
runestubbe
b8491dc1
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Tim Cooper
bfb2bedd
[Material graph]ctrl + F1 save graph (temp)
8 年前
sebastienlagarde
dc88f7bf
HDRenderLoop: Continue to add misc function (intersection, aniso support)
8 年前
runestubbe
dea646ba
Lightlistbuild optimizations
Calculate linear depths as part of depth min/max calculation to avoid
fetching depth twice.
Store camera dimensions in uniforms instead of using GetDimensions
8 年前
Tim Cooper
57c91c90
[material graph]Run code formatter.
8 年前
sebastienlagarde
02b23d6e
HDRenderloop: fix issue after merging
8 年前
Tim Cooper
860a7a67
[Material Graph]delete edge + vector 1 node drawing.
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
Tim Cooper
2ea489dd
[Material Graph] Tidy view + fix css + add time update nodes in again.
8 年前
mmikk
56b1c9d5
separating out some utility functions which make sense for conventional fwd as well as tiled.
separating out some utility functions which make sense for conventional
fwd as well as tiled.
8 年前
Tim Cooper
ab7317bb
[Mat Graph]Run code formatter
8 年前
mmikk
cde3f5db
minor crap
minor crap
8 年前
Tim Cooper
1b049752
[Material Graph] Rename and reorganise the repository.
8 年前
mmikk
08e41ba8
include quick sphere test in fptl as well
include quick sphere test in fptl as well
8 年前
Tim Cooper
9398ce96
[Material graph]Fix preview render for 2d nodes (use correct color space.
8 年前
mmikk
c297bec3
ensure sorted volume shapes within each model type
ensure sorted volume shapes within each model type. Ie. all direct
lights are together sorted by volume shape, then all reflection lights
are together sorted by their volume shape etc.
8 年前