sebastienlagarde
648bed87
HDRenderLoop: Push starter that doesn't compile
8 年前
sebastienlagarde
31e4c8ca
HDRenderLoop: Intermediate state
8 年前
Sebastien Lagarde
7fa398c4
HDRenderLoop: Reorganize LightLoop pass, move code into SinglePass.cs
8 年前
sebastienlagarde
f889bdfb
HDRenderLoop: Fix error with DestroyBuffer
8 年前
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
Julien Ignace
1260f4fb
Cleaned up profiling marker usage in HDRenderLoop (Will need PR "ignore empty named Cmd Buffer marker" to be complete)
8 年前
Sebastien Lagarde
a91df7f9
HDRenderLoop: Merge FTPL - application of opaque tiled lists (untested)
8 年前
Julien Ignace
0065b8b6
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
8 年前
Sebastien Lagarde
557e77d1
HDRenderLoop: First almost working version of tile from FPTL
8 年前
Sebastien Lagarde
41117464
HDRenderLoop: FPTL Tile pass working with direct light, not working correctly with cubemap
8 年前
Sebastien Lagarde
ab8c4846
HDRenderLoop: FPTL merge - Enable bigtile, need to fix cluster
8 年前
runes
1ff2ff4b
Moved debug rendering of tile lists to separate shader pass
8 年前
sebastienlagarde
8cac0660
HDRenderLoop: Clean some formatting error + fix issue with define
8 年前
Sebastien Lagarde
805c0972
HDRenderLoop: Fix issue with cubemap and tile rendering
- I still have issue on both cubemap and light for what appear to be the
last light/cubemap in the list, not sure why.
8 年前
sebastienlagarde
898ec83d
HDRenderLoop: Misc fix for making cluster FPTL work, still not working
8 年前
sebastienlagarde
261e7fe1
HDRenderLoop: Missing file
8 年前
sebastienlagarde
610894d8
HDRenderLoop: Fix issue with tile list index + Rename SFiniteLightData to LightShapeData
8 年前
Sebastien Lagarde
4a757643
HDRenderLoop; General cleanup pass around OnDisable/Cleanup
8 年前
Sebastien Lagarde
62c01cdd
HDRenderLoop: First no working version of cluster FPTL
8 年前
runes
6d7d07de
TilePass support for arealights
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
sebastienlagarde
5882c727
HDRenderLoop: Draft of refator not working
8 年前
Sebastien Lagarde
0e900c4e
HDRenderLoop: Commit second draft, need testing
8 年前
Sebastien Lagarde
5afbdc3c
HDRenderLoop: Push a version with C# that compile
8 年前
Sebastien Lagarde
546401a2
HDRenderLoop: Version that compile and display something
8 年前
Sebastien Lagarde
575af190
HDRenderLoop: Fix assert issue
8 年前
sebastienlagarde
935b09ec
HDRenderLoop: Fix issue with tiled lighting, now working as before the refactor
8 年前
sebastienlagarde
469a2379
HDRenderLoop: Change struct TextureSettings to class + fix issue with single pass
8 年前
Evgenii Golubev
029886ab
Fix the GPU type of line lights
8 年前
Sebastien Lagarde
23a7a206
HDRenderLoop: Enable linearLighting and CCT + rename rebuild to build
8 年前
runes
bb33bfce
Fixed bug where probes with scaling in their transform would render incorrectly
8 年前
Sebastien Lagarde
55cb8823
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
runes
0a35dbf2
Tile debugging 2.0
8 年前
Julien Ignace
58445897
Procedural sky now uses the Sky Framework (V1 functionality not tested)
8 年前
Sebastien Lagarde
2de194b0
Merge remote-tracking branch 'refs/remotes/origin/master' into pixel-depth-offset
# Conflicts solve:
# Assets/ScriptableRenderLoop/HDRenderLoop/Debug/Resources/DebugViewMaterialGBuffer.shader
# Assets/ScriptableRenderLoop/HDRenderLoop/Debug/Resources/DebugViewTiles.shader
8 年前
Sebastien Lagarde
5d839c48
HDRenderLoop: Fix depthVS issue + introduce HDCamera
8 年前
Julien Ignace
2ec18892
Merge branch 'master' into SkyFramework
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
# Assets/ScriptableRenderLoop/HDRenderLoop/Sky/SkyRenderer.cs
8 年前
sebastienlagarde
6d50a5af
HDRenderLoop: Enable CCT and LinearLighting
8 年前
Julien Ignace
75e969dc
Hacked in a better PCF for directional light.
8 年前
Tim Cooper
e9ce1c42
[srl]Implement c# changes to match the c++ code changes.
8 年前
runes
9d2ab9fb
reintroduced compute shader version of light evaluation code
8 年前
GitHub
7a0c40da
Refactorentrypoint ( #68 )
Update to the RenderPipes to support the new paradigm on how to go about writing a renderpipe.
Renderloops now should only contain configuration information + a call out to the rendering logic (preferably living in a static function). A loop now executes within a 'rendering context' that passes along a sidecar configuration file called a 'DataStore'. Any transient information that is needed between frames should be stored in this datastore (things like the materials / rendertextures). When the renderloop is destroyed this sidecar data is automatically cleaned up. It can also be cleaned manually.
Currently only the BasicRenderLoop has been ported to this new model due to the other loops not having a separation of concerns between transient data and configuration. They need the loop owners to detangle this before porting to the new model can take place. These existing loops still work, but they suffer from the same lifecycle issues they have had up unti...
8 年前
sebastienlagarde
aacfb575
Rename HDRenderLoop to HDRenderPipeline
8 年前
sebastienlagarde
b890244e
HDRenderLoop: Rename the directory HDRenderLoop in HDRenderPipeline
8 年前
sebastienlagarde
cb97b488
HDRenderLoop: Rename renderLoop to renderContext
8 年前
Tim Cooper
2b3f2f91
[refactor namespace]
UnityEngine.Experimental.ScriptableRenderLoop -> UnityEngine.Experimental.Rendering
UnityEngine.Experimental.ScriptableRenderLoop -> UnityEngine.Experimental.Rendering.{LoopName}
8 年前
sebastienlagarde
35e24da6
HDRenderPipeline: Fix bug where we don't apply reflection when there is no light
8 年前
vlad-andreev
367260ce
various changes to the HD renderloop to match the preview camera changes
8 年前
vlad-andreev
fac34a7d
fix dumb
8 年前
vlad-andreev
b75103b5
minor cleanup
8 年前
Tim Cooper
aa75277c
[refactoring] HDLoop to do nice allocate / deallocate based on instantiation of loop instances.
8 年前
Evgenii Golubev
020f5c12
Implement the full screen triangle shader
8 年前
Evgenii Golubev
2bfdeef3
Output diffuse lighting into a separate render target
8 年前
Evgenii Golubev
4cf1213b
Implement the pass combining specular with diffuse and SSS
8 年前
Evgenii Golubev
d1ed6394
Split lighting for all materials into diffuse and specular
8 年前
Evgenii Golubev
738befc5
Make a copy of the stencil buffer
8 年前
sebastienlagarde
4f0f829e
HDRenderPipeline: Update weight calculation for layering
8 年前
Tim Cooper
32acc565
[hdloop]Add sky asset + common settings asset.
8 年前
Sebastien Lagarde
408e09aa
HDREnderLoop: Fix cluster lighting + rename base layer to main layer
- Cluster opaque is working but cluster transparent is not working
- Change name base layer to Main layer influence
- Clean some unused code
8 年前
Sebastien Lagarde
da3da19b
HDRenderPipeline: Attempt to fix cluster rendering
8 年前
Tim Cooper
154f98dd
Merge remote-tracking branch 'origin/preview-cameras'
8 年前
Tim Cooper
8ff712ff
Merge branch 'master' into refactor-hdloop
Conflicts:
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePass.cs
Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyRenderer.cs
Assets/ScriptableRenderLoop/HDRenderPipeline/Utilities.cs
8 年前
runes
ccfbd936
Added UNITY_EDITOR #if's to fix ps4 build
8 年前
Tim Cooper
72689571
Pulling tile pass into it's own asset. :)
8 年前
uygar
2a8f7eaa
Added missing files from initial commit.
8 年前
sebastienlagarde
e66f24bc
HDRenderPipeline: Fix spam of warning message regarding PreRenderLight
8 年前
sebastienlagarde
c047eed2
HDRenderPipeline: Fix issue when creating a reflectoin probe (was producing a null pointer)
8 年前
sebastienlagarde
48a18cb1
HDRenderPipeline: Fix shader warning + ligth limits
8 年前
Tim Cooper
a1e72bda
Merge remote-tracking branch 'origin/master' into refactor-hdloop
Conflicts:
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePass.cs
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePassResources.cs
8 年前
Sebastien Lagarde
8a66d4cd
HDRenderPipeline: Fix error "Destroy may not be called from edit mode!."
8 年前
Evgenii Golubev
ac23a82e
Merge branch 'master' into SSSSS
8 年前
sebastienlagarde
1d736c01
HDRenderPipeline: Fix issue with preview light always visible in the scene
8 年前
GitHub
d00136e3
Merge pull request #128 from EvgeniiG/master
Add the initial implementation of SSS
8 年前
Antti Tapaninen
9cac0d7e
[metal] skip screen-space AABBs compute job if no lights, fixes api validation error in the editor on some situations
8 年前
Evgenii Golubev
05f1871c
Fix additive blending in the deferred shader
8 年前
Julien Ignace
60dd6c48
Implemented lighting debug in the shader.
8 年前
Evgenii Golubev
538bf3b2
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
GitHub
c66d98c1
Merge pull request #135 from Unity-Technologies/Branch_DebugLighting
Branch debuglighting
8 年前
Evgenii Golubev
7cabcadf
Use DrawProcedural() for drawing full screen
8 年前
Julien Ignace
e39df9e7
Fixed BakedLighting in debug lighting mode and properly implemented them for forward shaders.
8 年前
sebastienlagarde
ec665821
HDRenderPipeline: Fix issue with last commit
8 年前
GitHub
d0d937c5
Merge pull request #141 from EvgeniiG/master
Use DrawProcedural() for drawing full screen
8 年前
GitHub
ee6a8dfe
Merge pull request #139 from Unity-Technologies/Branch_DebugLighting
Fixed BakedLighting in debug lighting mode and properly implemented them for forward shaders.
8 年前
Evgenii Golubev
a6f935fc
Use the stencil to avoid shading empty parts of the G-buffer
8 年前
uygar
c8a27740
Merge branch 'master' into shadows
8 年前
uygar
7f956895
Removed obsolete line from shadow.hlsl file.
Replaced tabs with spaces.
8 年前
uygar
a9dc4866
Modified ShadowmapBase by adding a new enum bitmask designating the supported shadow types by this shadowmap.
Modified ShadowManager to take an array of shadow maps instead of only one. The shadowmanager will allocate lights according to each shadowmap's supported shadows mask. Shadowmaps are traversed in order specified in the constructor. Currently there's a limit of 4 maps per light type.
Changed shadow sampling functions in shader code to support multiple comparison samplers.
Modified tilepass to pass two shadowmaps, one for directional, one for point lights, to the shadowmanager to test the new functionality. This will probably change again soon.
8 年前
uygar
9372c439
Moved shadow setup related code into its own class to make separation from the light loop easier.
8 年前
uygar
02e3fa95
Moved shadow sampling patterns into a new file called ShadowSampling.hlsl.
Modified functions in ShadowAlgorthims.hlsl to use the sampling functions in the new sampling header.
8 年前
uygar
02ed6370
Added a new ShadowPayload struct that contains 4 ints to cut down on the number of buffer load instructions in shaders.
Updated the code to use the new shadow payload struct instead of a simple int[] array.
Removed an obsolete assertion.
8 年前
uygar
26a238ec
Disabled new shadow system again in preparation of a merge into the main branch.
8 年前
Julien Ignace
2a8e9ce0
Renamed all XXXParametrers class to XXXSettings for consistency.
8 年前
Julien Ignace
7b4ab969
Merge branch 'master' into Branch_SceneSettings
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs
8 年前
Evgenii Golubev
c444fb8a
Add an option to globally disable SSS
8 年前
Evgenii Golubev
672495ee
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Evgenii Golubev
28308271
Fix stencil values
8 年前
uygar
77102a68
Merge branch 'master' into shadows
8 年前
uygar
94d9ef0a
Added support for choosing shadow algorithms. Each algorithm can have up to 8 variants.
Added VSM, EVSM and MSM shadowmaps.
Added custom editor to additional light data for drawing shadow specific UI.
8 年前
uygar
699822c3
Added support for choosing a precision for shadow variants. There are two settings, Low and High, which currently select between 16 bits per channel and 32 bits per channel shadow maps.
Merged directional and point/spot lights into the same atlas again. Added two additional atlases to support 16 bpp VSM style shadow maps.
Added new dropdown to AdditionalLightData to select precision if available.
8 年前
Julien Ignace
2b3c73fa
Changed the way we handle reading into the bound depth buffer.
- Now Depth buffer is not copied anymore on PS4
- On other platform, depth buffer is used only once and the copy is used as a texture in all shader that need it. Depth Buffer Render Target is no longer changed.
8 年前
sebastienlagarde
20a72b30
HDRenderPipeline: Change from 16x16 to 32x32 tile size for clustered
- Shader opaque compute doens't work
- Seems that if we disable clustered for forward, the fallback have some
conflict with tiling (not a use mode as the fallback is just a debug
mode but should not happen).
8 年前
Julien Ignace
fef71130
Added several more options for light: Light Dimmer, Fade with distance (intensity and shadows) and a global dimmer in Tile Pass settings as well.
8 年前
Julien Ignace
f9619b5e
Fixed a bug with data allocation for clustered lighting.
8 年前
Julien Ignace
c57422d9
- Removed all specular from direct lighting when rendering reflection probes.
- Made sure than no overlay debug was done during rendering of reflection probes and previews.
8 年前
Julien Ignace
c8b1658e
Minor renaming.
8 年前
Julien Ignace
293776aa
Compilation fix on PS4: removed static keyword and reverted Cluster size to 16 because there's not enough VGPR on PS4 to compile it otherwise (to investigate)
8 年前
mmikk
8fd9c678
switch back to clustered in 32x32 and misc
switch back to clustered in 32x32, fix ps4 shader compile bug (always
use 16x16 for deferred lighting) and fix incorrect allocation size for
s_PerTileLogBaseTweak.
8 年前
sebastienlagarde
2e15537d
HDRenderPipeline: rename disableFptlWhenClustered to enableFptlForOpaqueWhenClustered
8 年前
runes
e6d31a76
fixed compute shader version of tiled deferred
8 年前
Antti Tapaninen
c3b566bd
work in progress, avoid using cubemap textures on mobile targets
8 年前
Evgenii Golubev
5a2aa8b3
Fix flickering issues on PS4 for the single pass loop (+ initial fixes for FPTL)
Flickering is caused by the delay between values in the constant buffer (globals) and values in structured buffers becoming visible in the Deferred shader. It appears that the update latency (the number of frames between setting the value in C# and being able to access it in a shader) varies depending on the type of buffer. Therefore, moving globals into a structured buffer provides a workaround for the single pass loop.
Doing the same for FPTL does not appear to be sufficient. Could be that the additional compute pass introduces extra frame(s) of latency, or that globals from ShaderVariables.hlsl need to be moved as well.
Globals from Clustered appear to be set once for multiple shaders, which makes implementing a similar workarond even more complicated.
8 年前
Evgenii Golubev
c2338e0f
Fix 16-byte alignment issues
8 年前
Rune Stubbe
6f5f9da4
Fixed UI for Tile Debug Modes
Added compute shader for clearing indirect arguments
Added feature flags to UI, and LightVolumeData
8 年前
Julien Ignace
0c28f619
- PushGlobalXXX methods in TilePass.cs now use command buffer (all but Int version which does not exist yet)
- Moved setup of various compute buffers for lighting so that they are compliant with double buffering when it's in.
8 年前
GitHub
ea39b5ac
Merge pull request #195 from Unity-Technologies/Branch_ComputeBufferSmallRefacto
Small refactor of ComputeBuffer handling for lighting
8 年前
runes
12d98082
fixed tile debugging dropdown
added tile classification with indirect dispatch (feature variant shaders)
added debugging mode for feature variants
8 年前
runes
f120a09b
added feature branches to lightloop
initial set of feature variant shaders
8 年前
uygar
cefe8b15
Merge branch 'master' into shadows
8 年前
Julien Ignace
6b10b013
Fixed an issue where light would be culled when further than max shadow distance.
8 年前
uygar
3043024a
First step in removing the old shadow system. Stubbed out the old system in HDRenderloop.
8 年前
uygar
1d081a77
Moved shadow related files into ShaderLibrary and common to reflect their general usage.
Added support for the new shadow library to fptl.
Introduced a new shadow include inline file to support different shadow setups for different light loops per project.
Restructured the code a bit in order to support multiple instances per project.
Fixed and issue with broken shaders when one of the samplers was set to 0.
8 年前
Tim Cooper
c30d33b8
[Format]Reformat via format.pl to match the new conventions
8 年前
runes
918c1797
Feature flags now also include material/gbuffer flags.
8 年前
Evgenii Golubev
f5b4c7e9
Implement orthographic projector lights (single pass loop only)
8 年前
Julien Ignace
f4ab45df
Fixed a bug where disabling the last light in the scene would not work.
8 年前
Evgenii Golubev
6c81aaea
Implement tile & cluster support for orthographic projector lights
8 年前
Evgenii Golubev
c4ee2251
Fix projector light dimensions
8 年前
Evgenii Golubev
6b6c6c54
Implement pyramid projector lights
8 年前
Torbjorn Laedre
bc798247
Add context to warning about missing additional light data.
8 年前
uygar
8db09493
Merge branch 'master' into shadows
8 年前
Evgenii Golubev
abed39d7
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Evgenii Golubev
37728488
Increase the maximal number of lights on screen
8 年前
uygar
255625f4
Added little helper to the shadow registry to set a global override for the shadow algorithm. This will disable the UI. Shader source still needs to be manually synced with this override.
8 年前
uygar
943f8944
Disabled the global override for now in HDRenderPipeline.
8 年前
Evgenii Golubev
03bfbbe6
Fix the orientation of area lights
8 年前
uygar
617efefd
Defaulted to the hardcoded path in preparation for merging into master.
8 年前
sebastienlagarde
ed55ce8f
HDRenderPipeline: Clean debgu settings
- Merge debugViewMaterial with Lightingdebug mode into a DisplayDebug
(less pass)
- Clean debug code, remove useless file
8 年前
mmikk
74a055c5
rename since this issue is specific to HDR (ie. do we have bc6 or not)
rename since this issue is specific to HDR (ie. do we have bc6 or not)
8 年前
sebastienlagarde
67b47dd9
HDRenderPipeline: Fix misc issue introduce during the clean of debug mode clean
8 年前
uygar
d82162c7
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into shadows
8 年前
Evgenii Golubev
7fd989cc
Remove the double sided option for area lights
It reduces performance and doesn't trivially extend to the sphere light approximation.
8 年前
GitHub
c53cba39
Merge pull request #229 from Unity-Technologies/Clean-debug-settings
Clean debug settings
8 年前
Sebastien Lagarde
4ec50247
HDRenderPipeline: Revert a small change about DebugViewMaterialGBuffer.shader
- the clean of DebugViewMaterialGBuffer was not necessary
8 年前
uygar
c0b6dcd6
Removed the old shadow system.
Removed the temporary namespace ShadowExp.
8 年前
Evgenii Golubev
42530415
Merge branch 'master'
8 年前
sebastienlagarde
16f5c698
HDRenderPipeline: Add missing name for counter
8 年前
Julien Ignace
25092737
Simplified (hopefully) the way we display material and lighting debug modes.
Material/Engine/Attributes/GBuffer are now clearly separated in the UI.
8 年前
Sebastien Lagarde
58f36f39
Merge remote-tracking branch 'refs/remotes/origin/master' into shadows
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
8 年前
runes
3b96f39a
Moved tiled lighting debug to separate function so that it also works for forward.
Fixed mouse selection in tiled lighting debug.
8 年前
Sebastien Lagarde
8eeef7b8
Merge remote-tracking branch 'refs/remotes/origin/master' into shadows
8 年前
runes
bd5861bc
fixed flickinger with multiple viewports
8 年前
Sebastien Lagarde
b8eb29db
HDRenderPipeline: Fixing end of line with LF
8 年前
Tim Cooper
52f295af
Properly restore the 'current' render pipe when tests end.
8 年前
sebastienlagarde
0ded8f98
Merge remote-tracking branch 'refs/remotes/origin/master' into shadows
# Conflicts:
# Assets/TestScenes/HDTest/GraphicTest/SSS/head.OBJ.meta
8 年前
Evgenii Golubev
0695d654
Simplify the SSS stencil test
8 年前
Evgenii Golubev
235b3f5e
Use the same stencil value for all non-SSS materials
8 年前
GitHub
78d7833b
Merge pull request #250 from EvgeniiG/material_id_update
Swap material IDs for a simpler stencil test configuration
8 年前
sebastienlagarde
6e50056f
HDRenderPipeline: Update some type in comment
8 年前
sebastienlagarde
dc6d3e84
HDRenderPipeline: Re-enable shadow atlas visualization + some clean
8 年前
Sebastien Lagarde
f5f6d525
HDRenderPipeline: Fix shadow debug menu (was not working after shadow merge)
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
72362297
HDRenderPipeline: TilePass now use RenderPipelineResources from HDRenderPipeline
8 年前
sebastienlagarde
d6537189
HDRenderPipeline: Make TilePass.LightLoop a regular class, not an asset
- Remove LightTileProducer class
- remove BaseLightLoop class
- TilePass.LightLoop is now a regular class
8 年前
sebastienlagarde
bab2a250
HDRenderPipeline: Update TileSetting to work correctly with HDInspector
The HDInspector now correctly display the UI
8 年前
sebastienlagarde
27f03e37
HDRenderPipeline: More update for moving shaders
8 年前
Sebastien Lagarde
9fc86a1e
HDRenderPipeline: Update SSAO settings
8 年前
sebastienlagarde
fc60f6b5
HDRenderPipeline: Remove AO settings from lightloop
8 年前
sebastienlagarde
f193cc14
HDRenderPipeline: Fix issue with selection of visible reflection probe and lights
Without the fix, reflection probe that are visible may not be visible if there is multiple of them and some are not baked.
8 年前
Julien Ignace
b09d5f72
- Cleaned up CommonSettings from Cascaded parameters which are now in the light.
- Cleaned up some now useless code in the init code of shadow system
- Split ShadowSettings struct into two different parts. One for the init and the other for the per frame setup
- Cleaned up HDRenderPipeline a bit (mostly moving logic stuff from the asset to the instance itself)
8 年前
Sebastien Lagarde
d06af446
HDrenderPipeline: Update stencil bits
- Add stencil bit usage
- Move stencil bit to LightDefinition class
- Rename the enum with RegularLighting and SplitLighting
- Update SSS code to better stencil test practice
8 年前
Sebastien Lagarde
23315237
HDRenderPipeline: Fix issue with SSS not correctly enable/disable
8 年前
sebastienlagarde
8be7d43d
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-material-framework
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
8 年前
Julien Ignace
278154db
Added FullScreenDebug modes and implemented it for SSAO.
8 年前
Evgenii Golubev
70499455
Switch to HDCamera matrices (WIP, shadows have not yet been fixed)
8 年前
Julien Ignace
205fb8de
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_DebugMenu2
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
8 年前
Julien Ignace
8db13baa
Refactored shadow map debug views. Now ShadowMap implementation is responsible for display.
8 年前
Julien Ignace
e20b9e23
Removed Material from Shadow Debug API (it's now held by the shadow system)
8 年前
Julien Ignace
70b0ab1e
User can now display shadow map of the currently selected light.
8 年前
Rune Stubbe
4e715f16
Moved material classification to separate pass
Light and material classification are now orthogonal and can now be enabled/disabled independently
8 年前
sebastienlagarde
0e6f3478
HDRenderPipeline: update shader generator and code to match C# static naming convention
8 年前
Julien Ignace
c7e7065b
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_DebugMenu2
8 年前
Julien Ignace
c4442bb9
Renamed shadow debug API based on feedback and added the slice parameter.
8 年前
Rune Stubbe
8b51c69a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
uygar
0cf2dd7b
Added min/max values to the shadowmap debug drawer to control the output value range. Also added controls for the new values to the lightingdebug panel.
8 年前
Tim Cooper
acb5e6cb
rename CullingParameters -> ScriptableCullingParameters
8 年前
Thomas Hourdel
dcedff6e
Added motion vectors support; Refactored HDCamera
8 年前
Tim Cooper
8b0f6d4c
use pooling
8 年前
Tim Cooper
696ae193
Fixing memory allocations
8 年前
Evgenii Golubev
0a7924ff
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into hdrp_matrix
8 年前
Tim Cooper
0da91305
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into reduce-gc
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
8 年前
Tim Cooper
b1156959
[gc]Convert to pooling
8 年前
sebastienlagarde
a7ee1111
HDRenderPipeline: Split AdditionalLightdata into HDAdditionalLight and AdditionalShadowData
HDAdditionalLight is dedicated to the render pipeline
AdditionalShadowData is common to all render pipeline
8 年前
Evgenii Golubev
5570c647
Merge branch 'master'
8 年前
sebastienlagarde
3c87f2f4
Update shadow API - Use List<VisibleLight> instead of VisibleLightArray[]
8 年前
Evgenii Golubev
d8386bd4
Address the PR feedback
8 年前
GitHub
1fb45557
Merge pull request #318 from EvgeniiG/hdrp_matrix
Set HDRP matrices from scripts (except shadows)
8 年前
Evgenii Golubev
b3bd2618
Camera-relative rendering WIP
8 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).
8 年前
Evgenii Golubev
46657cba
Merge branch 'master'
8 年前
sebastienlagarde
801b76ed
Remove utilities function SetMatrixCS, SetMatrixArrayCS, SetVectorArrayCS and replace by correct API call
8 年前
GitHub
fa35a3fd
Merge branch 'master' into cam_rel_render
8 年前
Evgenii Golubev
b55fb554
Avoid modifying VisibleLights
8 年前
Evgenii Golubev
b3807543
Add a comment
8 年前
Evgenii Golubev
ac41fbe7
Fix forward rendering
8 年前
Evgenii Golubev
85c6cfd8
Fix rendering of transparent objects
8 年前
Evgenii Golubev
4a9e84ed
Merge projector lights into punctual lights
7 年前
Evgenii Golubev
640bf8c6
Make projector code dependent on the cookie
Projector lights now sample a white texture if no cookie has been assigned.
7 年前
Evgenii Golubev
b4eccac0
Fix culling of box projector lights
7 年前
sebastienlagarde
6ecb6edd
HDRenderPipeline: Reduce GC alloc by replacging call to Array.Sort by our own quicksort
8 年前
Evgenii Golubev
5b236c70
Add SpotLightShape, and clean up bounding volume computation in the TilePass.cs
7 年前
runes
3c1116f3
added code to bind shadow resources to compute shaders
7 年前
GitHub
9e3bb7df
Merge pull request #331 from EvgeniiG/merge_proj_lights
Merge projector lights into punctual lights
7 年前
Evgenii Golubev
c4d72f2c
Add a stencil copy, fix the deferred CS and enable it by default
7 年前
Evgenii Golubev
77bfc8c9
Do not execute the same deferred CS twice
7 年前
sebastienlagarde
974a44f0
HDRenderPipeline: Re-introduce repeat mode for cookie for directional light and simplify code
7 年前
sebastienlagarde
78c4dd18
HDRenderPipeline: Fix tile debug mode for light
7 年前
runes
075c0e42
Moved GetGlobal* calls outside variant loop
7 年前
sebastienlagarde
65463a5e
HDRenderPipeline: Move material flags to Lit.hlsl as they are related to the defered material
Remove FeatureFlags file and move them to Lit.hlsl as they are related
to the material, so each deferred material can define its own
"optimization" with material classification. also the material know the
cost of light features. + simplify code of gettings material features
7 年前
sebastienlagarde
6971847c
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-material-classification
7 年前
sebastienlagarde
70fcec1d
Refactor hwo specular material is considered: not anymore a materialId
7 年前
Evgenii Golubev
f30f49e7
Port SSS to compute WIP
7 年前
Sebastien Lagarde
a07e9bd1
Change number of variant from 16 to 26
7 年前
Sebastien Lagarde
9bc034e5
HDRenderPipeline: Enable light/material classification and compute light by default
7 年前
sebastienlagarde
ac29144b
HDRenderPipeline: Fix issue with Transmission due to padding between compute and shader float array
- Move Thickness remap float array to float4 array to avoid packing
issue between compute path and pixel path
7 年前
sebastienlagarde
d6fb760a
HDRenderPipeline: Fix lighting mode with shaderopaque
7 年前
Evgenii Golubev
62076a23
Merge branch 'master'
7 年前
Julien Ignace
292b0868
Moved tile debug modes into debug settings (and debug menu).
7 年前
sebastienlagarde
aedb2fa6
HDRenderPipeline: Remove splitLigthEvaluation code from TilePass
7 年前
sebastienlagarde
5ba18d3a
Add variant for material classification + clean split lighting evaluation
7 年前
sebastienlagarde
6a6e049c
HDRenderPipeline: Rename ShadeOpaque => deferred.compute + AO can affect direct lighting
- and clean the TilePassLoop to have less code duplication
7 年前
sebastienlagarde
24050f4e
HDRenderPipeline: Fix an issue with single pass mode not working with SSS anymore
7 年前
Evgenii Golubev
a04a82ab
Merge branch 'master'
7 年前
Rune Stubbe
94ab8e7f
Fixed tilesize mismatch in compute version of opaque clustered shading
Removed unused featureflag variants for opaque clustered shading
7 年前
Rune Stubbe
5f1e866a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
7 年前
Evgenii Golubev
860587d6
Perform the stencil test during the MaterialFeatureFlag generation
7 年前
sebastienlagarde
ac1815de
Precompute ShaderIds to avoid allocation
7 年前
Evgenii Golubev
09de458a
Make sure the stencil buffer is copied for the shader feature classification pass
7 年前
sebastienlagarde
8ad5a2cb
Merge remote-tracking branch 'refs/remotes/origin/master' into Precompute-ShaderIds
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
7 年前
sebastienlagarde
4dfbb936
Fix second merge issue
7 年前
sebastienlagarde
c688e5a6
Change all shaderIds name to their real name to avoid conflict with g_ and _
7 年前
GitHub
36dc2912
Merge pull request #355 from Unity-Technologies/Precompute-ShaderIds
Precompute shaderids
7 年前
sebastienlagarde
3011d36c
HDRenderPipeline: Bring back cluster code (but disable it)
7 年前
Evgenii Golubev
ae1d5714
Apply reflection probes in the order defined by their volume
7 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
sebastienlagarde
e2c021c4
Add clear coat material in Lit + few cleanup
7 年前
Evgenii Golubev
845d5061
Port Morten's orthographic FPTL changes to HDRP
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
sebastienlagarde
4ed252e3
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-clear-coat
7 年前
runes
dd5838bd
sample game delta:
-FPS Mode (Render mesh with custom FOV)
-only PCF shadows with game specific limits
-Atmosphere y-offset property
7 年前
Evgenii Golubev
adcfcfd6
Implement a very basic ray marcher for homogeneous volumes
7 年前
Evgenii Golubev
2cba6a27
Add support for volumetric shadowing and spot lights
7 年前
Evgenii Golubev
a14273a0
Factor out volumetric lighting code
7 年前
Sebastien Lagarde
1641bba9
HDRenderPipeline: Fix various warning in csharp and shader
7 年前
sebastienlagarde
8ff7a532
HDRenderPipeline: Fix issue with flickering black screen in scene view
The code in this PR cause flickering in scene view. Don't know the
reasons. Revert for now.
7 年前
Julien Ignace
d4b9dd15
Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting.
7 年前
Peter Andreasen
a2e029a1
merge with master + a few samplegame fixes
7 年前
Julien Ignace
af05920d
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_DeferredDirShadow
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
# ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/RenderPipelineResources.cs
7 年前
sebastienlagarde
19d8082a
First draft of new light editor
7 年前
sebastienlagarde
e805946a
HDRenderPipeline: Plenty of correction and revert some code from previous draft
We need to have archetype like approach for light. I changed it to a
LightTypeExtent and re-introduced it.
7 年前
Peter Andreasen
dfcadd60
Merge branch 'master' into sample_game
7 年前
GitHub
02239cb4
Merge pull request #398 from Unity-Technologies/Branch_DeferredDirShadow
Branch deferreddirshadow
7 年前
sebastienlagarde
ea1d4cf6
First draft for aniso as materialId
7 年前
sebastienlagarde
de20a534
HDRenderPipeline: Morework
7 年前
Peter Andreasen
69c448b2
Merge remote-tracking branch 'origin/master' into sample_game
7 年前
Evgenii Golubev
57aa5358
Fix light culling while rendering reflection probes
'camera.worldToCameraMatrix' has a positive determinant (flip Y and Z) when rendering reflection probes, yet has a negative determinant (flip Z) in the case of the regular scene rendering.
7 年前
Peter Andreasen
c62bfeca
Merged with master
7 年前
Peter Andreasen
4ee81c73
changes from p4
7 年前
Evgenii Golubev
ea6b4b2e
Add helper code to solve issues with reflection probes
7 年前
Peter Andreasen
867c8236
Merge remote-tracking branch 'origin/master' into sample_game
7 年前
Evgenii Golubev
2031a5f8
Correctly support light classification with precomputed lighting
7 年前
Thomas
2cdd3c12
Moved most of HDRP utilities to Core
7 年前
Frédéric Vauchelles
90b2eb1e
Added refraction, roughness refraction and transparency absorption
7 年前
Thomas
895c04b2
Improved ProfilingSample API
7 年前
GitHub
58da4099
Merge pull request #442 from Unity-Technologies/feature/transparency
Feature/transparency
7 年前
Peter Andreasen
2ef7d649
merged with master
7 年前
Thomas
86abc5cc
Use BuiltinRenderTextureType.None instead of a null RenderTargetIdentifier
7 年前
Julien Ignace
6f585179
Implemented base of "Atmospheric Scattering" framework.
- AtmosphericScatteringXXX files where definition/editor and shader code of the fog functions are and that are used by any shader where fog is needed (full pass opaque fog, transparent forward materials...)
- Implemented basic linear/exponential fog with Uncharted 4 "Mip Sky" color fetch trick.
7 年前
Peter Andreasen
e2332032
Merge remote-tracking branch 'origin/master' into sample_game
7 年前
Sebastien Lagarde
281e0be9
Optimize Sky case and setup new rules for projection and influence shape of reflection probe
- Add light type to evaluateBSDF_env prototype. This allow the compiler
to optimize the sky case.
- Clean unused code
- Put the constrain that shape influence and shape projection match and
that shape projection can be setup at infitinte to simulate no shape
projection (but keep influence)
7 年前
Sebastien Lagarde
6c0c95bd
Add support for AOColor
- This need few test to found the correct formula compare to
GTAOMultiBounce
7 年前
Julien Ignace
1e8876bf
Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_FogAndProceduralSky
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs
# ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl
7 年前
Julien Ignace
8c3d6702
Screen Space Shadows for directional light v0 (WIP)
7 年前
Robert Srinivasiah
27b4f37f
WIP of RT prototype
Not done yet
7 年前
Sebastien Lagarde
bb06e229
HDRenderPipeline: Add aspet ratio / angle control for pyramid + add gizmo
7 年前
uygar
b90724d4
Added MSAA support to moment based shadowmaps. Also made some optimizations to the blur compute shader.
7 年前
sebastienlagarde
9e42a42c
HDRenderPipeline: Add basic specular occlusoin support from Ambient occlusion map
7 年前
Sebastien Lagarde
935bfd9b
HDRenderPipeline: Refactor LightLoop glue code
- add a "Lighting" structure in material that replace LightAccumulator
- use it in all prototype
- Material now apply the weights
7 年前
Sebastien Lagarde
c368db5a
HDRenderPipeline: Add support for light specular color tint
7 年前
Evgenii Golubev
2be2153d
Move the volumetric lighting code to another branch
7 年前
Evgenii Golubev
c212b126
Clean up the volumetric lighting code
7 年前
Sebastien Lagarde
36f3cfd4
merge unity 2017.3
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
Arnaud Carre
532e9568
fix profiling markers for C#
7 年前
Evgenii Golubev
b452c309
Merge branch 'Unity-2017.3'
7 年前
Julien Ignace
8b37cbb5
Reflection Probe Cache: Handled input of the wrong size/format with an additional conversion step.
7 年前
Julien Ignace
faa9bda2
- ConvertTexture is now properly called from the CommandBuffer and not Graphics in the Texture Cache
- Fixed probe convolution to not happen when rendering realtime probes.
- Fixed Sky Environment update to happen at the beginning of the frame (so during reflection probe updates if any) to avoid visual lag in reflections.
7 年前
Peter Andreasen
f052451a
merged from master
7 年前
sebastienlagarde
29b3af39
Start cleanup
7 年前
sebastienlagarde
d2d35aec
Another round of clean
7 年前
sebastienlagarde
52be8b62
More clean, GBuffer and deferredshadow
7 年前
sebastienlagarde
c06cdc20
More cleanup PushGlobalParams
7 年前
sebastienlagarde
255c6c84
clean sky setup
7 年前
sebastienlagarde
a6d6c29f
HDRenderPipeline: remove camera param
7 年前
sebastienlagarde
a3d478ea
HDRenderPipeline: Add comment
7 年前
sebastienlagarde
c729806b
fix sky
7 年前
Arnaud Carre
ee2bccb1
Merge remote-tracking branch 'refs/remotes/origin/script_profiling_c#' into cleanup-parameter-setup-compute-code
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
7 年前
Sebastien Lagarde
994a2c45
HDRenderPipeline: Various clean and reformat of Profile Sampler
7 年前
Sebastien Lagarde
f36d965c
HDRenderPipeline: Fix issue with ShadowMaskTexture binding in debug display
7 年前
Sebastien Lagarde
e177132c
HDrenderPipeline: Minor correction
7 年前
Evgenii Golubev
d1c74bcb
Merge branch 'master'
7 年前
Julien Ignace
0a60dd2a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into feature/realtimeCubemap
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
7 年前
Julien Ignace
202259ba
- Fixed Render() to loop over all cameras (otherwise more than one off-screen camera did not work...)
- Fixed TemporaryRT deallocation which broke looping several time in the same render loop.
- Fixed Merge issues.
7 年前
Julien Ignace
a7fec507
- Added new Global and Frame settings to start refactoring them.
- Removed Specular/Diffuse global dimmer from serialized global setting and put them in per frame lightingSettings instead.
7 年前
Peter Andreasen
5d36f104
Merged master
7 年前
Sebastien Lagarde
61e9390a
HDRenderPipeline: Fix the pipeline to be fptl for opaque and cluster for transparent
- remove all the cluster settings option
7 年前
Sebastien Lagarde
0593b15a
HDRenderPipeline: Change the code of deferred lighting material variant that was broken mono implementaiton
7 年前
Peter Bay Bastian
0d71d873
Re-factor Shadow.hlsl in core such that the user of the library is including things instead. This is required for package usage, as Core package cannot depend on anything outside itself.
7 年前
Sebastien Lagarde
2b182986
HDRenderPipeline: Update tile/cluster debug menu
7 年前
Sebastien Lagarde
a1452574
Move RenderLightingDebug to RenderDebugOverlay
Remove RenderLightingDebug function and move the debug code to
RenderDebugOverlay
7 年前
Sebastien Lagarde
ccb1518c
HDRenderPipeline: Re-enable option to have forward opaque cluster (for MSAA)
-reintroduce previously removed enabledFptlwhenCluster and rename it to
enableFptlForForwardOpaque
New rules are:
// Deferred opaque always use FPTL, forward opaque can use FPTL or
cluster, transparent always use cluster
// When MSAA is enabled, we only support cluster (Fptl is too slow with
MSAA), and we don't support MSAA for
7 年前
Peter Andreasen
1432e316
Merge remote-tracking branch 'origin/master' into sample_game
7 年前
Evgenii Golubev
7b797ff7
Merge branch 'master'
7 年前
Peter Andreasen
c0b28acd
mismerge fix for PCF
7 年前
Peter Bay Bastian
85e38a3c
Merge branch 'master' into shader-include-paths-2
7 年前
Antti Tapaninen
fddd397a
pass placeholder _SkyTexture in proper texture format
7 年前
Peter Bay Bastian
b7db3ef9
Merge branch 'shader-include-paths-2'
7 年前
Frédéric Vauchelles
fe773302
Merge master
7 年前
Julien Ignace
1308feb1
Merge branch 'feature/realtimeCubemap' of https://github.com/Unity-Technologies/ScriptableRenderLoop into feature/realtimeCubemap
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
7 年前
Julien Ignace
2b609ae4
- Split Debug classes in separate files
- Free Camera controls are now disabled when debug menu is enabled.
7 年前
Evgenii Golubev
8ee2d44f
Merge 'master'
7 年前
Julien Ignace
5a107310
Renamed TilePass to LightLoop
7 年前
Evgenii Golubev
613d7de3
Reduce the number of feature variants from 27 to 14
7 年前
Robert Srinivasiah
981474c5
Hook up forward-only checks
Most of them can grab the info from HDCamera.
The tricky one was moving the check out of LightLoop.Build, so a later portion. However, the dependent state in LightLoop do not need to know about forward before the HDCamera determines the need for forward rendering.
7 年前
Robert Srinivasiah
4d68ed1f
Integrate PR feedback to unify some code in UpdateRenderingPathState
Keep m_isFptlEnabled and m_isFptlEnabledForForwardOpaque together, along with the comments
7 年前
Julien Ignace
563d7322
Fixed various shader paths in the Create HD Resource method.
7 年前
Peter Andreasen
b6423cf9
merge
7 年前
Sebastien Lagarde
240bc3d1
first compiling version
7 年前
Sebastien Lagarde
13cec969
Make it work in full forward, fix other compil issue. Disney/Jimenez ok, transmission not working
7 年前
sebastienlagarde
e89a930f
Merge remote-tracking branch 'refs/remotes/origin/master' into Support-forward-SSS
7 年前
Julien Ignace
b1eae675
Renamed m_TileSettings to m_LightLoopSettings to conform to new class name.
7 年前
Sebastien Lagarde
414e5846
Merge remote-tracking branch 'refs/remotes/origin/master' into Support-forward-SSS
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/LightLoop.cs
# ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
7 年前
Robert Srinivasiah
55125293
FIx up after merge
Had to port changes because of rename from 'TIlePass' to 'LightLoop'
7 年前
runes
f9d6e4d8
support for tile binning in async compute (disabled)
7 年前
GitHub
f3a217df
Merge pull request #635 from Unity-Technologies/xr-hdrp_options
Hook up preliminary XR render paths
7 年前
sebastienlagarde
f142c657
Merge remote-tracking branch 'refs/remotes/origin/master' into Support-forward-SSS
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/LightLoop.cs
7 年前
sebastienlagarde
f3d7f5bf
Address feedback
7 年前
Evgenii Golubev
6b7a58d1
Work around the bug with sending a boolean to a shader
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
Evgenii Golubev
1174e9df
Store light.range in lightData.size.x for box lights
7 年前
Evgenii Golubev
879f3f42
Fix a copy-paste bug
7 年前
Evgenii Golubev
18167a05
Rename light dimensions for consistency: X = width, Y = height
7 年前
Robert Srinivasiah
17e5169e
Tracking ToDos for stereo re-work
7 年前
sebastienlagarde
a8480a83
First draft
7 年前
Sebastien Lagarde
b8b6dd9b
Push second draft
7 年前
sebastienlagarde
feabd543
another round of change
7 年前
sebastienlagarde
cf6142d2
Another no compiling draft
7 年前
Sebastien Lagarde
657828b3
Merge remote-tracking branch 'refs/remotes/origin/master' into Refactor-frameSettings
7 年前
Frédéric Vauchelles
3e59504a
[ReflectionProbeEditor] Several fixes
7 年前
Frédéric Vauchelles
af7f7a25
Added box projection field
7 年前
Frédéric Vauchelles
a65b08a6
[ReflectionPRobeEditor] fixed sphere shape radius
7 年前
Frédéric Vauchelles
50a43207
Merge branch 'master' into feature/ReflectionProbeEditor
7 年前
Sebastien Lagarde
5f2183f6
Merge remote-tracking branch 'refs/remotes/origin/master' into feature/ReflectionProbeEditor
7 年前
sebastienlagarde
2c5f3036
Update frame settings - adress various feedback
- Rename GlobalFrameSettings => RenderPipelineSettigs
- Remove various struct and put variables in RenderPipelineSettigs/FrameSettings directly
- Add better management of camera rename/disabling with debug menu
- Add EnableObjectMotionVector
7 年前
Frédéric Vauchelles
d9adbc5a
[ReflectionProbeEditor] Initialize probe data in the Editor
7 年前
Julien Ignace
c02d593d
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_SkySettingsVolume
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/LightLoop.cs
# ScriptableRenderPipeline/HDRenderPipeline/Sky/AtmosphericScattering/AtmosphericScattering.cs
# ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs
7 年前
Julien Ignace
b782a332
Update code with last merge changes and fixed some formatting issues.
7 年前
Frédéric Vauchelles
0cd861ee
[ReflectionProbe] Added dimmer
7 年前
GitHub
05de367f
Merge pull request #686 from Unity-Technologies/feature/ReflectionProbeEditor
Reflection Probe Editor
7 年前
Frédéric Vauchelles
ac97e406
Merge branch 'master' into feature/ReflectionProbeEditor
7 年前
Julien Ignace
978e07e4
Moved resolution of sky rendering into global light loop settings in the HDRP asset (from the individual sky settings).
7 年前
Frédéric Vauchelles
f8b60f97
[ReflectionProbeEditor] (wip) influence normal
7 年前
Frédéric Vauchelles
7651d620
[ReflectionProbeEditor] Updated handles and color scheme
7 年前
Frédéric Vauchelles
b8ba7123
[ReflectionProbeEditor] (wip) Blend distance per face
7 年前
sebastienlagarde
8a1c2e42
Move clamp of cookie size from UI to LightLoop
7 年前
Peter Andreasen
87c36d52
merged with master
7 年前
Peter Andreasen
422f8443
compile fixes
7 年前
Julien Ignace
65bd8e1d
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_SkyLightingOverride
7 年前
Frédéric Vauchelles
ce05c4be
[ReflectionProbeEditor] Fixed blend normal
7 年前
sebastienlagarde
b4138a05
HDRenderPipeline: Correct identation in LightLoop.hlsl
7 年前
sebastienlagarde
5c1557b6
HDRenderPipeline: Fix preview
PR provide a default implementation for light without additional data, so preview light work
7 年前
Frédéric Vauchelles
e239e312
Merge branch 'master' into feature/ReflectionProbeEditor
7 年前
Frédéric Vauchelles
abd63794
[ReflectionProbeEditor] Proper culling setup for reflection probes
7 年前
Frédéric Vauchelles
ec890f85
[ReflectionProbeEditor] Renamed innerDistance to influenceExtents
7 年前
Frédéric Vauchelles
ccdb62ef
[ReflectionProbe] Use a default HDAdditionalReflectionData when one is missing on a probe
7 年前
Frédéric Vauchelles
47818cbb
Removed useless comment
7 年前
Julien Ignace
f6a78dc5
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_SkyLightingOverride
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs
7 年前
Julien Ignace
ad382e8e
Revert wrong commit and fix merge conflict indentation issues.
7 年前
Julien Ignace
99197c8d
More formatting issues...
7 年前
GitHub
f1f4f471
Merge pull request #726 from Unity-Technologies/feature/ReflectionProbeEditor
[ReflectionProbeEditor] Proper culling setup for reflection probes
7 年前
GitHub
276e8580
Merge pull request #728 from Unity-Technologies/feature/ReflectionProbeEditor
Feature/reflection probe editor
7 年前
sebastienlagarde
7dfbe4b8
Add GetHDAdditionalLightData method
7 年前
Robert Srinivasiah
0c9c55a9
Merge in master, with lots of fixups
Git hates merges + moves/renames.
Main problems have to do with FrameSettings management, and shifting of stuff into the more responsible SubsurfaceScatteringManager
7 年前
GitHub
4dbc4ee4
Fix bug 978693
https://fogbugz.unity3d.com/f/cases/978693/
7 年前
Frédéric Vauchelles
c7c8d6ba
Refactored LightLoop default additional data.
7 年前
Frédéric Vauchelles
fac31578
Moved utility class in CoreRP
7 年前
sebastienlagarde
8e006b03
HDRenderPipeline: Fix typo
7 年前
sebastienlagarde
1ce7b9a6
HDRenderPipeline: Removed unused directionalShadowSplitSphereSqr
7 年前
sebastienlagarde
d3e56499
Fix issue with defaultAdditionalData creating unwanted light + fix stencilMask for deferred
7 年前
Evgenii Golubev
b323dae6
Small bugfixes
7 年前
Sebastien Lagarde
814bb007
Decouple SSS and Transmission option
Rename EnableSSSAndTransmission as EnableSubsurfaceScattering and
EnableTransmission
Note: Disabling Transmission doesn't save the ALU if it is enabled in
the profile
+ Add supportSubsurfaceScattering in UI
+ Small cosmetic rearrangement at the beginning of lit.hlsl
7 年前
Frédéric Vauchelles
3e63b300
[PlanarReflection] (wip) refactoring projection volume in light loop
7 年前
Frédéric Vauchelles
a0451785
[PlanarReflection] (wip) refactoring env lights
7 年前
Evgenii Golubev
7e74580b
Merge branch 'master'
7 年前
Evgenii Golubev
170a4fb7
Make SampleInScatteredRadianceAndTransmittance() return transmittance
7 年前
Sebastien Lagarde
64caa505
Fix last issues, now pass green test and working material classification
7 年前
Thomas
69b36beb
Moved the custom sampler stuff out of HDRenderPipeline and streamlined the API
7 年前
Thomas
72786148
GC fix in LightLoop
7 年前
sebastienlagarde
3ba5f5fc
Merge remote-tracking branch 'refs/remotes/origin/master' into Refactor-GBuffer-with-material-feature
7 年前
Frédéric Vauchelles
790cee43
Merge branch 'master' into feature/PlanarReflection
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
7 年前
GitHub
d9a17bb3
Merge pull request #771 from Unity-Technologies/cleanup-misc
Small fixes, cleanup
7 年前
Frédéric Vauchelles
5442aee1
[PlanarReflection] parameter renaming
7 年前
Frédéric Vauchelles
726cdc40
[PlanarReflection] projection fixes
7 年前
Evgenii Golubev
61786b80
Optimize material classification for uniform feature evaluation
7 年前
Robert Srinivasiah
d3425de4
Temp updates to enable MSAA rendering w/o errors
Temp MSAA RTs cannot have UAVs generated (enableRandomWrite)
The depth textures need bindMS = true, otherwise, CopyTexture and related ops fail
Now, the light list gen needs to be fixed, and then we can start making progress!
7 年前
Robert Srinivasiah
4a125ead
MSAA works with clustered light list generation
Changed clustered kernel string generation
LightLoop settings disables FPTL with MSAA
Disable SSS HTILE allocation if SSS is diabled (fails with MSAA)
I want to make the config more dynamic, then...I can start re-adding passes!
7 年前
Robert Srinivasiah
42711992
Editor UI + QualitySettings adjusting MSAA HDRP paths
7 年前
Evgenii Golubev
83cff96d
Remove attenuation of box lights and massage the code a bit
7 年前
Robert Srinivasiah
3ad8312c
Proper QualitySettings interface
InitializeFrameSettings properly enables/disables MSAA path depending on the QualitySettings.antiAliasing value
We should probably display this in the AdditionalCameraData in the future.
7 年前
Robert Srinivasiah
9e90b376
Further cleanups for partial-functionality PR
Getting this branch ready to merge, even though we aren't at full functionality yet
7 年前
Robert Srinivasiah
8828b0b7
Rework cluster kernel name gen to relieve GC pressure
Originally, I concatenated strings in order to generated the clustered light list generation kernel name. But @chman pointed out this would be bad for the GC, since this code runs every frame.
So instead, I pre-generate the kernel names, and index into a 2D array to select the correct kernel string. Heck, it may even look nicer this way.
7 年前
Frédéric Vauchelles
bc32f1eb
[PlanarReflection] Added planar reflection cache (wip)
7 年前
Frédéric Vauchelles
95f0f6a5
[PlanarReflection] Fixed light list for planar reflection
7 年前
Frédéric Vauchelles
6611be52
[PlanarReflection] Update planar sampling
7 年前
Frédéric Vauchelles
21df13ee
[PlanarReflection] Update mirrored position
7 年前
Julien Ignace
6cf5f4d4
Manually re-applied and fixed screen space shadow code after big merge of master that moved every files.
7 年前
Evgenii Golubev
77f9f167
Merge branch 'master'
7 年前
Julien Ignace
93c49e08
- Switched sample count to a uniform to be changed by users
- Cleaned UI
- Added a variation to disable contact shadows
7 年前
Peter Andreasen
3ccf74cc
merged from master
7 年前
sebastienlagarde
a0d8e8b4
Add support of debug font for debugging
7 年前
Frédéric Vauchelles
86df6636
Merge master
7 年前
Julien Ignace
4172199d
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_ScreenSpaceShadows
# Conflicts:
# Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/CornelBox/Cornell Box.fbx.meta
# Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/Sphere/Sphere.fbx.meta
# Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView/3003_CameraMotionVector_TranslateX.unity.meta
7 年前
Frédéric Vauchelles
320917fd
[PlanarReflection] small refactoring for frustrum calculation
7 年前
Frédéric Vauchelles
0f4291cb
[PlanarReflection] (wip) simple reflection
7 年前
Frédéric Vauchelles
89777ddd
[PlanarReflection] (wip) fixing planar probe projection
7 年前
Frédéric Vauchelles
92bcb4ea
[PlanarReflection] (wip) fixing planar probe projection
7 年前
Frédéric Vauchelles
b0889a10
[PlanarReflectionProbe] Fixed capture position
7 年前
Frédéric Vauchelles
c813f01f
[PlanarReflection] fixes
7 年前
Frédéric Vauchelles
f6240ebd
[PlanarReflection] Fixed test scene
7 年前
GitHub
5c7e1fd0
Merge pull request #809 from Unity-Technologies/Branch_ScreenSpaceShadows
Contact Shadows
7 年前
Frédéric Vauchelles
ca10cd2f
Merge
7 年前
Frédéric Vauchelles
b3b971f1
[PlanarReflection] Use non oblique projection matrix for light culling
7 年前
uygar
251d7683
Added using the normal in deferred directional shadow passes if available.
7 年前
Frédéric Vauchelles
20e8e744
[PlanarReflection] Fixed standard refection probe proxy volume
7 年前
Julien Ignace
03e54099
(WIP) Changed all HDRP RenderTextures to RTHandles
7 年前
Julien Ignace
d7f39ddf
- Added new HDUtils RenderTarget utilities that set viewport correctly for scaled RTs in HDRP
- Changed all calls in HDRP.
7 年前
Frédéric Vauchelles
4790fa79
[PlanarReflection] Use Object space vp matrices to sample in planar reflection texture
7 年前
Frédéric Vauchelles
df67690c
[PlanarRelfection] Fixed projection for plaanr reflection, added debug mode for proxy volumes
7 年前
Frédéric Vauchelles
3811cdc8
[PlanarReflection] Fixed sampling on invalid direction
7 年前
Frédéric Vauchelles
504ba0e9
[PlanarProbes] Packed env light data and env proxy data
7 年前
Peter Andreasen
8b8ef607
Merge remote-tracking branch 'origin/master' into sample_game
7 年前
Frédéric Vauchelles
4ad995e4
[PlanarProbe] (wip) packing envlightdata structure
7 年前
Frédéric Vauchelles
d6ce9c49
[PlanarReflection] Several fixes
7 年前
Julien Ignace
39692887
- Fixed Gaussian/Depth pyramid rendering and debug
- Fixed various Blit related issues related to target scaling.
7 年前
sebastienlagarde
2bae089c
Merge remote-tracking branch 'refs/remotes/origin/master' into shadows-biasing
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/DeferredDirectionalShadow.compute
7 年前
Frédéric Vauchelles
080bce7f
[PlanarPRobe] fixed freeze when adding planar probe with reflection probes
7 年前
Frédéric Vauchelles
ed247f18
[PlanarReflection] Added probe tests
7 年前
sebastienlagarde
c3198024
Merge remote-tracking branch 'refs/remotes/origin/master' into hdrp-msaa
7 年前
GitHub
68eebf2f
Merge pull request #879 from Unity-Technologies/feature/PlanarReflection2
Planar Reflection
7 年前
sebastienlagarde
48efe04c
Merge remote-tracking branch 'refs/remotes/origin/master' into shadows-biasing
7 年前
Frédéric Vauchelles
42e300fe
[PlanarProbe] Provide full size array of available VP matrices to shaders
7 年前
sebastienlagarde
a4930170
Merge remote-tracking branch 'refs/remotes/origin/master' into shadows-biasing
7 年前
Julien Ignace
950b560d
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RTRefactoring
# Conflicts:
# ScriptableRenderPipeline/Core/CoreRP/CoreUtils.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.asset
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs
7 年前
Julien Ignace
bac44977
Post merge fixes
7 年前
Julien Ignace
fa58b33b
Fixed some of the remaining problematic full screen passes (shadow and debug)
7 年前
Sebastien Lagarde
2b305b91
HDRenderPipeline: Remove unused code
7 年前
sebastienlagarde
71d0b5b0
Fix camera relative issue
7 年前
Paul Melamed
ffd9f57f
intermediate commit, decals pass info to gpu light culling
7 年前
Paul Melamed
c4bad05f
decal cluster debugging
7 年前
Paul Melamed
cf795cc1
intermediate commit, switching to another branch
7 年前
Paul Melamed
8668ed75
decals working on transparency
7 年前
Sebastien Lagarde
1f0393f6
HDRenderPipeline: Remove unsued variables
7 年前
Julien Ignace
85039c4d
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RTRefactoring
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugFullScreen.shader
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
7 年前
sebastienlagarde
046a77ef
Merge remote-tracking branch 'refs/remotes/origin/master' into shadows-biasing
7 年前
Sebastien Lagarde
9f9a66d6
Fix issue with cluter shaders
7 年前
Evgenii Golubev
dcf10d1d
Add a ComputeBuffer for participating media volumes
7 年前
Evgenii Golubev
e6540dfa
Implement clustering of density volumes
7 年前
Frédéric Vauchelles
17eb7e3c
[ScreenSpaceTracing] (wip) step by step debugging
7 年前
sebastienlagarde
9801577c
Change code generation to allow multiple debug case for the same field. allow debug view normal
7 年前
sebastienlagarde
b1b2e631
Merge remote-tracking branch 'refs/remotes/origin/master' into shadows-biasing
7 年前
uygar
34443229
Separated light and cascade data loading for directional lights.
Introduced clear rect rendering to avoid clearing the entire shadowmap.
7 年前
Julien Ignace
9d44213c
- Fixed Sky Reflection bad behavior when having no light in the scene and a preview (the main scene view would keep the preview scene directional)
- Fixed Sky Reflection debug overlay ZWrite.
7 年前
sebastienlagarde
f0e0be49
Push first draft
7 年前
sebastienlagarde
35560656
Merge remote-tracking branch 'refs/remotes/origin/master' into shadows-biasing
7 年前
Paul Melamed
75b17fab
Merge branch 'master' into decals/clustered
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/Decal.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DecalUtilities.hlsl
7 年前
Evgenii Golubev
070349c8
Merge branch 'master'
7 年前
Paul Melamed
db42063a
clustered decal refactor
7 年前
Paul Melamed
ab906785
intemediate commit
7 年前
Paul Melamed
382f92e6
Some refactoring and cleanup of how decal draw data gets prepared
7 年前
Paul Melamed
8f62c9e6
shader ID refactoring and changed from List<> to [] for some decal data structures to speed up performance
7 年前
Paul Melamed
67ffc876
PR cleanup
7 年前
Robert Srinivasiah
f603164d
Add stereo support to the light loop resolution-dependent buffers
Basically, use the 'screen' size for the tile gen, and then double if stereo exists
7 年前
Evgenii Golubev
e768893e
Merge branch 'master'
7 年前
Robert Srinivasiah
a47cdb72
Notations of places to examine for proper stereo VP usage
7 年前
Robert Srinivasiah
521990b1
Fix up camera-relative rendering wrt stereo
Find center position between left and right eye, and use that to generate camera-relative offsets for the other view matrices.
7 年前
sebastienlagarde
2c61701c
Merge remote-tracking branch 'refs/remotes/origin/master' into shadows-biasing
7 年前
uygar
75a06b95
Added a combined contact shadows + normal biasing pass.
Replaced shadow specific cubemap face function. The shadow system is now going to use the one from common.hlsl.
Renamed nrml to normal.
Added a few comments.
7 年前
Sebastien Lagarde
e5ba3df3
RenameSpotCookieSize to CookieSize
7 年前
Robert Srinivasiah
2d5b988d
Merge remote-tracking branch 'origin/master' into hdrp-xr-lighting
7 年前
Robert Srinivasiah
971061f5
Build right eye light cull information
But it isn't sent to the GPU yet
7 年前
Peter Andreasen
04b933d9
merged with master
7 年前
Robert Srinivasiah
68890aea
Use corrected screen size for generating tile size
Screen size != actual size (texture)
Interestingly, this is 'mostly' right at this point. The per-tile light lists for the right eye might not be exactly right, but the light data in the tile is correctly formatted. So next is generating the correct information in the tile!
7 年前
sebastienlagarde
e347d974
Merge remote-tracking branch 'refs/remotes/origin/master' into shadows-biasing
7 年前
sebastienlagarde
3d515f02
HDRenderPipeline: Update shadow to be Tent3 by default
7 年前
Robert Srinivasiah
6626255e
Merge remote-tracking branch 'origin/master' into hdrp-xr-lighting
7 年前
Paul Melamed
429be124
Merge branch 'master' into decals/clustered
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
7 年前
Robert Srinivasiah
91d96ee3
Start building out stereo matrix arrays for tiled lighting jobs (WIP)
Stereo-ize the projection (and derived) matrices that get used in BuildGPULightListsCommon. This is a partial update for the C# side, no shader updates yet.
Also, append the right eye light cull data (bounds + volumes) to the master light list cull data.
7 年前
Sebastien Lagarde
0c54bec9
Move resources outside of resource folder
- Move all shader/material in Resources folder to CoreResource folder
- Move DisplayShadowMap.Shader out of Resources folder
- Pass needed material to Core function through parameters
- Update reflection system to take RenderPipeline resource into account
7 年前
Sebastien Lagarde
4d0b3071
add shadow resource to renderpipeline resource
- Move shadow .shader and .compute from ShaderLibrary to Shadow folder
- Init material and compute throught SahdowAtlasInit
7 年前
Robert Srinivasiah
b106666f
Stereo-ize screen-space AABBs generation (AABBBoundsBuffer)
In order to stereo-ize this job, the following work was needed:
* Dispatch twice as many thread groups. Use the GroupID.y to select the eye being processed.
* Submit one set of convex bounds per eye. Two bounds are generated for each light.
* Submit stereo-aware projection matrices, passed in as an array, and indexed with the stereo eye index in the compute shader.
* Output one set of AABBs for each eye.
* Increase size of compute buffers to support the stereo case (WIP)
This was verified with the test suite and manually via RenderDoc.
7 年前
Robert Srinivasiah
3c4e8108
Discard accidental usage of FrameSettings argument
I missed that I could use m_FrameSettings, like a dummy
7 年前
Evgenii Golubev
3ad3c7d7
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline
7 年前
GitHub
e8bd5bcf
Merge pull request #966 from Unity-Technologies/decals/clustered
Decals/clustered
7 年前
sebastienlagarde
c3685a5c
Fix issue with decal
7 年前
sebastienlagarde
7006fd26
Better fix
7 年前
Robert Srinivasiah
6f2b52f2
Merge remote-tracking branch 'origin/master' into hdrp-xr-lighting
Manual fixup of some LightLoop stuff (stereo + decals living together in light cull data)
7 年前
Robert Srinivasiah
0309a043
Cleanup comments + temp code for intermediate PR
In order to keep up with repo velocity, time to merge in the work so far toward stereo lighting. Clean up some temp code and comments for proper merging.
7 年前
Julien Ignace
c4e4129a
Moved Cascade and Contact shadows settings to the volume system.
7 年前
Robert Srinivasiah
a42d879e
Use StereoscopicEye instead of bool in Get*VolumeDataAndBound
This reads better than bools
7 年前
Robert Srinivasiah
6306d349
Skip adding empty decal cull data to GPU cull buffers (WAR)
Stereo assumes tightly packed cull data buffers, but the decal cull data is not (right now). Paul and I are working to amend this, but for now, since stereo disables decals, Stereo doesn't have to worry about adding any of the decal data.
7 年前
uygar
706c8fbf
Provided way of passing in values for per frame shadow update budgets.
7 年前
GitHub
841f635b
Merge pull request #980 from Unity-Technologies/Branch_ShadowsInVolume
Moved Cascade and Contact shadows settings to the volume system.
7 年前
GitHub
771cccee
Merge pull request #978 from Unity-Technologies/hdrp-xr-lighting
Stereo-ized HDRP Lighting Update (WIP)
7 年前
Paul Melamed
3add52d5
add exact number of decals to bound and light volume arrays
don't add more decals than the length of decal data buffer
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
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
Robert Srinivasiah
ff6c3d3e
Pass in stereo projection matrices to clustered light list gen
Though we are still referencing the hard-coded index 0 of the pair
7 年前
Robert Srinivasiah
e606b3b4
Stereo-ize writes to output buffers + enable stereo!
g_LayeredOffset and g_logBaseBuffer are stereo eye index dependent, so generate the correct offsets/indices into the proper eye-dependent half of the buffer.
And finally, enable stereo-ized clustered light list generation!
The next piece of work is to enable stereo-ized light list reads in the light loop! Next branch/PR!
7 年前
sebastienlagarde
60bed700
Fixed shadow fade out of punctual lights with max shadow distance.
7 年前
Julien Ignace
b1d1aa2f
Fixed shadow fade out of punctual lights with max shadow distance.
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
Julien Ignace
1d0cc9c2
- Removed useless shadow atlases from HDRP
- Added debug texture name to all our caches
- Fixed a few leaks (rendertexture, materials, ...)
7 年前
sebastienlagarde
88378544
Bring back dynamic branch for cluster/tile in forward to reduce the number of shader variant
- Bring back dynamic branch for cluster/tile in forward to reduce the
number of shader variant
7 年前
sebastienlagarde
95bb4dec
- Fixed reflection probe dimmer for automotive
- Fixed null reference exception in sky manager.
7 年前
sebastienlagarde
aa772a18
Merge remote-tracking branch 'refs/remotes/origin/master' into hdrp-xr-clustered
7 年前
Evgenii Golubev
dd8b51a8
Merge branch 'master'
7 年前
Evgenii Golubev
e15ca4dd
Fix the debug view for density volumes
7 年前
Julien Ignace
8c4ec6a4
- Visualize Cascade debug mode now fades to white instead of black
- Removed jittering when having TAA but looking at debug views.
- Fixed Rendering Debug menu not being removed correctly on domain reload.
7 年前
Julien Ignace
f0c93c99
- Fixed reflection probe dimmer for automotive
- Fixed null reference exception in sky manager.
7 年前
Frédéric Vauchelles
d1dfdb4e
Merge branch 'master' into feature/ScreenSpaceProjection
# Conflicts:
# SampleScenes/HDTest/PlanarReflectionTests.unity
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/LightingDebugPanel.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
7 年前
Evgenii Golubev
598b6ad6
Implement the clustered density volume pass
7 年前
uygar
32641789
Enabled support for rendering into slices as the runtime supports it now.
Fixed an error in the atlasing logic.
7 年前
Julien Ignace
fda17009
Removed cascaded borders that were put back by mistake.
7 年前
Julien Ignace
845f068a
Fixed shadow and reflection debug overlay being flipped in game view.
7 年前
Julien Ignace
36fb4e21
Added debug exposure parameter to several debug modes.
7 年前
Evgenii Golubev
2202a083
Remove UnityPerCamera, introduce UnityPerView
7 年前
Evgenii Golubev
1d711357
Merge 'upstream/master'
7 年前
Evgenii Golubev
6737bfa1
Tabify
7 年前
GitHub
fcb12503
Merge pull request #1112 from Unity-Technologies/Branch_DebugExposure
Added debug exposure parameter to several debug modes.
7 年前
Frédéric Vauchelles
4fbb1c4f
(wip) Added refraction model
7 年前
sebastienlagarde
261c3bb5
Fix for using m_CurrentSunLightShadowIndex as -1 when shadows are disabled on a directional light which causes GPU buffer access at an invalid offset. This can crash the GPU on some platforms.
7 年前
Frédéric Vauchelles
7203df22
wip Screen Space Reflection forward pass
7 年前
Frédéric Vauchelles
659b634a
Added wip pass for SSReflection
7 年前
Frédéric Vauchelles
7a47594e
Updated RTHandle class to an instance class
7 年前
Frédéric Vauchelles
3b63c854
wip SSR
7 年前
Evgenii Golubev
8d663ac4
Merge upstream/master
7 年前
Robin Bradley
deadc578
Fix for using m_CurrentSunLightShadowIndex as -1 when shadows are disabled on a directional light which causes GPU buffer access at an invalid offset. This can crash the GPU on some platforms.
7 年前
Frédéric Vauchelles
4474977e
(wip) deferred SSR
7 年前
Evgenii Golubev
b4708ef6
Merge upstream/master
7 年前
Frédéric Vauchelles
4bd00e90
Merge master
7 年前
Raymond Graham
31f3f3cb
Expose the number of light indices per clustered tile in the HDRenderpipelineAsset. This will allow for project specific changes.
7 年前
sebastienlagarde
9298afe1
Remove osbole debug mode: EnvironmentProxyVolume and EnvironmentSampleCoordinates
7 年前
Raymond Graham
05e90af9
Increase light indices count per cluster.
Increase the memory allocated for the cluster light list. Just allocate the maximum possible storage based on a max of 32 lights per cluster.
7 年前
sebastienlagarde
dc498b1e
Merge remote-tracking branch 'refs/remotes/origin/master' into Sharing-envlight-code
7 年前
Evgenii Golubev
c2bcff92
Fix the bug preventing decals and density volumes from coexisting
7 年前
GitHub
362e32d7
Merge branch 'master' into expose-numlights-per-cluster
7 年前
Kay Chang
c279dc9c
Re-added modified files for Switch without BOM.
7 年前
Frédéric Vauchelles
09596c67
Merge branch 'master' into feature/SSR
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
7 年前
Frédéric Vauchelles
b6f0098d
(wip) SSR for deferred
Toggle for SSR
7 年前
Frédéric Vauchelles
e98f1b57
Updated RTHandle class to an instance class
7 年前
sebastienlagarde
3f91b8e1
HDRenderPipeline: Remove sampleDirectionDiscardWS in reflection (not used)
7 年前
GitHub
4a9bfb82
Merge pull request #1230 from Unity-Technologies/feature/BufferedRTHistoryPerCamera
Buffered RT History per camera
7 年前
Frédéric Vauchelles
d9f5b4f5
Merge branch 'master' into feature/SSR
# Conflicts:
# ScriptableRenderPipeline/Core/CoreRP/Textures/RTHandleSystem.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDUtils.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/BufferPyramid.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyManager.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyRenderingContext.cs
7 年前
Frédéric Vauchelles
92fe8d5d
Use only a single screen space setting for SSR
Updated UI
7 年前
Julien Ignace
2aff9f03
Disable per object light/probe culling in HDRP.
7 年前
Evgenii Golubev
9b95d6ea
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline
7 年前
sebastienlagarde
0f054e4d
HDRP: added few #if UNITY_2018_2_OR_NEWER to compile code on 2018.1 + update meta
7 年前
Frédéric Vauchelles
8676f2e5
Merge master
7 年前
Frédéric Vauchelles
68db6753
Removed GlobalLightLoopSettings.maxPlanarReflectionProbe property
7 年前
sebastienlagarde
f5c6eec7
Merge remote-tracking branch 'refs/remotes/origin/master' into switch_support
7 年前
Evgenii Golubev
7d62d89f
Add a Volumetric Dimmer slider to lights to control the intensity of the scattered volumetric lighting
7 年前
sebastienlagarde
298e1251
Rename _MainDepthTexture to _CameraDepthTexture C# side
7 年前
Frédéric Vauchelles
4bfaa623
merge master
7 年前
Evgenii Golubev
cace3d6d
Merge upstream/master
7 年前
sebastienlagarde
395a7a89
Update UI of resolution of cookie and reflection
Use combo box now
7 年前
GitHub
13dbf1ab
Add missing assignment of the volumetric light dimmer
7 年前
sebastienlagarde
2712646c
Fix issue with Lightloop not using correctly the shadow mask flag
Fix fogbuz https://fogbugz.unity3d.com/f/cases/1010127/
7 年前
sebastienlagarde
807a7d14
Fix directional light and shadow mask transition
The shadow mask transition now follow the shadow cascade transition
7 年前
sebastien lagarde
6a8cf791
HDRP: Remove warning C#
7 年前
sebastienlagarde
30443854
Add support of per light shadow mask control
Add support of per light shadow mask control
7 年前
Frédéric Vauchelles
3932faa4
Merge branch 'master' into feature/SSR
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/CHANGELOG.md
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCameraFrameHistoryType.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
7 年前
GitHub
bdeba039
Merge pull request #1270 from Unity-Technologies/feature/SSR
Screen Space Reflection (Scene Proxy raycasting)
7 年前
Frédéric Vauchelles
fc0402ba
Fixed missing debug buffer binding
7 年前
Tim Cooper
fafb59af
Run code formatter.
7 年前
Frédéric Vauchelles
1d69a04c
fixed HDRP warnings
7 年前
sebastienlagarde
67c1ca49
Remove UNITY_2018_2_OR_NEWER define (as we are on 2018.2)
7 年前
Sebastien Lagarde
4d25d4a1
Add normal buffer to directional shadow and forwar
+ add poistion input to prototype of ConvertSurfaceDataToBSDFData
7 年前
Antoine Lelievre
34d3857a
Added a bool for contact shadows in lights
7 年前
Antoine Lelievre
6a0b7e6f
Added a kernel for contact shadows
7 年前
Antoine Lelievre
c86387b6
Contact shadows works with point light and spot lights (in addition to directional)
7 年前
Antoine Lelievre
7edc74d1
Refacto for better code integration
7 年前
Antoine Lelievre
a69f06e6
Removed useless kernel
7 年前
Antoine Lelievre
013fb07a
Better dominant light detection algorithm
7 年前
Antoine Lelievre
7831dfd9
Changing flie DeferredDirectionalShadow to ScreenSpaceShadow
7 年前
Antoine Lelievre
8f9c8495
Small syntax fixes
7 年前
Antoine Lelievre
78777de4
Added somne descriptive comments
7 年前
Antoine Lelievre
447b05b3
Raw PCSS import from DREAM-2018.2 project
7 年前
Antoine Lelievre
3072fc83
PCSS is now working
7 年前
Antoine Lelievre
9d62831c
Removed UI code for PR
7 年前
Sebastien Lagarde
e8e01be4
Fix apply Range Attenuation
7 年前
sebastienlagarde
777bb5a5
HDRP: Lighting - Fix shader warning + Remove comment
7 年前
Antoine Lelievre
c08c9929
Expose shadow budget parameter in HDRP asset
7 年前
sebastienlagarde
1555fbce
HDRP: More renaming for camera relative rendering (rename lightDefinition)
7 年前
sebastienlagarde
1b755a40
Add opacity parameter for contact shadow
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
sebastienlagarde
c2954814
HDRP: Provide more precision for spot light with narrow angle
6 年前
RSlysz
165edab6
merge InfluenceVolume usage into HDProbe
6 年前
GitHub
238dd6b5
Merge pull request #1760 from Unity-Technologies/refactor-reflectionprobe/use-separate-InfluenceVolume-class-for-HDReflectionProbe-too
Refactor reflectionprobe/use separate influence volume class for hd reflection probe too
6 年前
Antoine Lelievre
03c9b17a
Add option to disable light by type in the debug menu
6 年前
Antoine Lelievre
c278bbee
Simplified Show light type debug settings
6 年前
RSlysz
3843183e
Rename ProxyShape and InfluenceShape
6 年前
sebastienlagarde
a747dde7
HDRP: Better fix for late init of reflection probe
6 年前
Antoine Lelievre
89fdc601
Merge HDRP/staging
6 年前
Antoine Lelievre
b2cf9b0e
Added a volume to control the indirect light intensity
6 年前
sebastienlagarde
10164527
Merge branch 'HDRP/staging' into HDRP/refactor-reflectionProbe/clean-proxy-volume
6 年前
Antoine Lelievre
779c6cd9
Added indirect light control for stacklit
6 年前
Antoine Lelievre
71ec7369
Merge HDRP/staging
6 年前
Antoine Lelievre
89a7cb75
Moved indirect lighting multipliers to MaterialUtilities
6 年前
Antoine Lelievre
27b1c3dc
Fixed volume update light loop bug
6 年前
Antoine Lelievre
5fe5a99f
Fixed global param not pushed before rendering
6 年前
Frédéric Vauchelles
c2317504
Added support for oblique matrices in light loop culling
6 年前
Frédéric Vauchelles
9e22fdd1
Updated kernel names for cluster in LightLoop
6 年前
sebastienlagarde
4a415b0c
rename deferredShadow => screenspaceshadow + change to RG16
6 年前
sebastienlagarde
01ba67bc
Add shadowMap16Bit support
6 年前
Frédéric Vauchelles
3b4360d3
Fix case 1046713 - Planar reflection are black when viewing in the direction of the normal of the mirror for infinite projections.
6 年前
Remy
106a0d43
Merge branch 'hdrp/staging' into hdrp/refactor-reflectionProbe/merge-probe-editors
6 年前
RSlysz
6196912e
increase precision in comparison of probe volume
6 年前
Julien Ignace
d719d3c3
- Fixed particle light with HDRP (removed direct access to light reference that is not provided for particle lights)
6 年前
Julien Ignace
5c5547e8
Removed a bunch of GC.Alloc each frame.
6 年前
Julien Ignace
7a0df330
Fixed copy/paste mistake...
6 年前
Anis Benyoub
e30715d6
Implement an option to display the light volumes of Point, Spot, Line, Rectangular Lights and Reflection probes
Add a singleton that generates basic Meshes to avoid regenerating them at every frame in debug mode
6 年前
Anis Benyoub
39c3c58d
Pull request review corrections
6 年前
GitHub
543c68af
Merge pull request #1813 from Unity-Technologies/HDRP/refactor-reflectionProbe/merge-probe-editors
Hdrp/refactor reflection probe/merge probe editors
6 年前
GitHub
81f419e4
Merge pull request #1860 from Unity-Technologies/HDRP/FixParticleLight
Fixed null ref exception with particle lights
6 年前
Julien Ignace
ab8c4439
Merge branch 'HDRP/staging' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into HDRP/fix-gcalloc
6 年前
sebastienlagarde
cda8c343
Merge branch 'master' into HDRP/staging
6 年前
GitHub
e5d59bcd
Merge pull request #1864 from Unity-Technologies/HDRP/fix-gcalloc
Removed a bunch of GC.Alloc each frame.
6 年前
GitHub
ef3dbfb8
Merge pull request #1861 from Unity-Technologies/DebugLightVolumes
Debug Light Volumes
6 年前
sebastienlagarde
8f96dc05
Merge branch 'master' into HDRP/staging
6 年前
RSlysz
30b7aca0
Add support for LightLayers on reflection probe
6 年前
Anis Benyoub
8d756ae8
Fixing a warning in the fabric shader compilation
Fixing a warning in the debug light volume shader compilation
Rotating the light volumes in the game view
Enable multiple Editing in the decals
6 年前