sebastienlagarde
fd7cfe17
HDRenderLoop: Move file/create file/Rename stuff - Related to lighting and shadow
- Effort on shadow design still need to be done
8 年前
Evgenii Golubev
68bbdef4
Set the default anisotropy direction along the tangent
8 年前
sebastienlagarde
afe68ecc
HDRenderLoop: Add detail map to lit shader
8 年前
sebastienlagarde
f15e0c7c
HDREnderLoop: First draft of new layeredLit shader
8 年前
Sebastien Lagarde
87a19817
HDRenderLoop: Large refactor to add Triplanar and detail map on LayeredLit
8 年前
Sebastien Lagarde
cb8aa00b
HDRenderLoop: Finish cleaning LayeredLit (some bug left)
8 年前
Sebastien Lagarde
6088f80d
HDRenderLoop: Fix few warning
8 年前
sebastienlagarde
6521b4be
HDRenderPipeline: More rename of UnityEditor.Experimental.ScriptableRenderLoop + minor stuff
8 年前
Sebastien Lagarde
1c86fa3a
HDRenderPipeline: Lot of change, still motion vector pass to fix
8 年前
sebastienlagarde
d055406d
HDRenderPipeline: Draft to work at home
8 年前
Sebastien Lagarde
52f90645
HDRenderPipeline: Parrallax occlusion mapping add lod fading
8 年前
Sebastien Lagarde
ab900a3a
HDRenderPipeline: Allow different keyword by layers
- Add keywork normal, specularocclusion, detailmap, mask to layered
shader
- Remove smoothness in alpha option
- Remove code related to detail heightmap
- Remove the restriction on GUI of layered lit layer 1, 2, 3 matching
layer 0
8 年前
Sebastien Lagarde
01072951
HDRenderPipeline: Another pass on adding surface gradient code
- miss the init of vT1/Vb1 etc...
8 年前
Sebastien Lagarde
3f8a200e
HDRenderPipeline: Fix planar and triplanar + triplanar POM
8 年前
Tim Cooper
c30d33b8
[Format]Reformat via format.pl to match the new conventions
8 年前
Sebastien Lagarde
894b33fe
HDRenderPipeline: Move ComputeTransmittance to commonMaterial.hlsl
8 年前
Evgenii Golubev
414344b8
Merge branch 'master'
8 年前
Evgenii Golubev
6a7757cc
Factor out ComputeWrappedDiffuseLighting()
8 年前
sebastienlagarde
4bc93c9f
Add support to disable range attenuation and control max smoothness on light to fake sphere light
7 年前
Evgenii Golubev
2a4e6b99
Switch transmission units of Jimenez SSS to millimeters
7 年前
GitHub
7be53b88
Merge pull request #368 from Unity-Technologies/maxSmoothness-and-disable-range-attenuation
Add support to disable range attenuation and control max smoothness
7 年前
Evgenii Golubev
f916b05a
Add support for [-1, 1] anisotropy
7 年前
Evgenii Golubev
8d9edb9e
Use the anisotropy parametrization of Sony Imageworks
7 年前
Evgenii Golubev
8a072a13
Move the IBL code
7 年前
Evgenii Golubev
a5a2abf8
Optimize Disney SSS using the tagged irradiance buffer
7 年前
Evgenii Golubev
d1dca323
Help the compiler save VGPR
SubsurfaceScattering.compute:
Before:
; -------- Statistics ---------------------
; SGPRs: 62 out of 104 used
; VGPRs: 42 out of 256 used
; LDS: 6416 out of 32768 bytes used
; 0 bytes scratch space used
; Instructions: 1280 ALU, 264 Control Flow, 75 TFETCH
After:
; -------- Statistics ---------------------
; SGPRs: 62 out of 104 used
; VGPRs: 41 out of 256 used
; LDS: 6416 out of 32768 bytes used
; 0 bytes scratch space used
; Instructions: 1276 ALU, 264 Control Flow, 75 TFETCH
7 年前
Evgenii Golubev
a6673bac
Rename ComputeTransmittance() to ComputeTransmittanceDisney()
7 年前
Sebastien Lagarde
36f3cfd4
merge unity 2017.3
7 年前
sebastienlagarde
142509b7
HDRenderPipeline: Remove obsolete comment.
7 年前
Julien Ignace
8b37cbb5
Reflection Probe Cache: Handled input of the wrong size/format with an additional conversion step.
7 年前
Evgenii Golubev
87e85612
Refactor math constant defines
7 年前
Evgenii Golubev
74f8bb30
Update TagLightingForSSS()
7 年前
Frédéric Vauchelles
fe773302
Merge master
7 年前
Evgenii Golubev
5ed87a9c
Optimize anisotropic GGX
7 年前
Sebastien Lagarde
2d0640a5
Draft 2
7 年前
Evgenii Golubev
a79cfd1d
Remove 'bsdfData.roughness'
7 年前
sebastienlagarde
b0813df9
Merge remote-tracking branch 'refs/remotes/origin/master' into Support-forward-SSS
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
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
Felipe Lira
9c24d3f8
reverted real with float in GetTriplanarCoordinate
7 年前
Sebastien Lagarde
6c6064fb
Push draft
7 年前
Sebastien Lagarde
50cdefa9
second draft
7 年前
Sebastien Lagarde
24ac5a9e
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-ClearCoat
7 年前
Sebastien Lagarde
72d32af8
Add correct handling of Fresnel0 for interface
7 年前
Sebastien Lagarde
0aa35166
Additional comment
7 年前
Sebastien Lagarde
a2cc84e0
More work
7 年前
Sebastien Lagarde
3900cf36
More cheaper version of clear coat
7 年前
Sebastien Lagarde
926a5691
Update UI for diffusion profile + convert fresnel0 to IOR in UI
7 年前
Sebastien Lagarde
9b6e633d
Push rework of lit.hlsl
7 年前
sebastienlagarde
a40f534c
Correct based on various feedback
7 年前
Sebastien Lagarde
106566dc
Update the UI for iridescence
7 年前
Sebastien Lagarde
ec9e36c7
Fix typo
7 年前
Sebastien Lagarde
45283ab4
Adress iridescence PR feedback
7 年前
Sebastien Lagarde
455d8e33
Fixing compile issue
7 年前
Stephane Laroche
e5b6c4fb
Implement vertically layered BSDF model with anisotropy.
7 年前
Stephane Laroche
e982f099
Some modifications (not enabled for now) to try to handle anisotropy better.
7 年前
sebastienlagarde
26d09161
Some factor and comment of commonMaterial.hlsl
7 年前
sebastienlagarde
f9da3920
Merge branch 'master' into Cleanup-stacklit
7 年前
sebastienlagarde
96365a48
Rename RoughnessToAnisotropy to ConvertRoughnessToAnisotropy
7 年前
sebastienlagarde
bac63c51
Add ambient occlusion properties on Stacklit
7 年前
sebastienlagarde
730f3273
HDRP: add geometric filtering to lit shader
7 年前
Sebastien Lagarde
2871eb29
Update specularAA handling in stacklit
7 年前
Sebastien Lagarde
0dae4051
Add various comment on filtering + change from _variance to _NA for suffix
7 年前
Sebastien Lagarde
079ea329
Add support of Texture filtering (seems to not work yet)
7 年前
Sebastien Lagarde
e5417732
More fix
7 年前
Sebastien Lagarde
162b8ee9
Draft of refactoring of SSS and Transmission code, to share more code
6 年前
sebastienlagarde
870dbb61
Large refactor of transmission code to share it between material
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
Sebastien Lagarde
9c4acb91
Import various stacklit branch change
Move specular funciton in commonlighting.hlsl
Fix issue in TextureNormalVariance
Fix issue with colorPicker not working in forward
Misc format/comment/code sharing
6 年前
Sebastien Lagarde
6f587a2a
Update variance normal code
6 年前
Anis Benyoub
03507596
Moving the default specular value from Lit.hlsl to CommonMaterial.hlsl
Writing the GetSurfaceAndBuiltinData for the fabric shader
Correcting problems in the custom inspector of the Fabric Material
Adding Emissive support for the fabric shader
Correction problems in the Fabric.hlsl shader
6 年前
GitHub
0f00f09d
Merge pull request #1847 from Unity-Technologies/Add-cloth-material-anis
Finishing a first version of the implementation of the Fabric Shader
6 年前