Julien Ignace
4f8f27fc
Started refactoring for sky framework.
- New SkyManager as central class
- Base class for user defined sky renderers and parameters
- Implemented HDRI sky with this abstraction.
8 年前
Julien Ignace
58445897
Procedural sky now uses the Sky Framework (V1 functionality not tested)
8 年前
Julien Ignace
3b1edbe4
Added one frame delay to DynamicGI.UpdateEnvironment call in order to wait for the input cubemap to be rendered by the RenderLoop first.
8 年前
Julien Ignace
eaf661ba
Added Type checks to make setting parameters for a sky more robust.
8 年前
Julien Ignace
799fb598
Added a CommonSettings component to handle the choice of the SkyRenderer and later other global scene settings.
8 年前
Julien Ignace
2f800ad3
- Reset sky manager hash when changing parameters.
- Properties info in SkyParameters are now protected in order to be able to override the hash method properly.
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
Julien Ignace
e5e20762
Fixed compilation after merge/update of native code.
8 年前
Julien Ignace
0198ab8f
Added the possibility to choose the update mode of sky environment lighting.
8 年前
Julien Ignace
8f84aa6a
Added color and depth buffers to the builtin sky parameters.
8 年前
Evgenii Golubev
9ae68594
Clean up and refactor the procedural sky
8 年前
Evgenii Golubev
11fe42e1
Introduce 'invalidRTI'
8 年前
Tim Cooper
e9ce1c42
[srl]Implement c# changes to match the c++ code changes.
8 年前
Evgenii Golubev
34315214
Set values of legacy built-in uniforms
8 年前
Tim Cooper
1ddcb9ee
Merge remote-tracking branch 'origin/master' into refactorentrypoint
8 年前
Evgenii Golubev
9ec4d867
Clean up
8 年前
Evgenii Golubev
c31ad089
Build probability tables using only 2D textures (cubemaps as arrays)
8 年前
Evgenii Golubev
3c94f605
Store the MIS data in an equiareal map
8 年前
Evgenii Golubev
e195a008
Remove semicolons after macro definitions
8 年前
Evgenii Golubev
ab866dab
Add the initial implementation of light importance sampling
8 年前
Evgenii Golubev
1af099df
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into MIS
8 年前
Evgenii Golubev
26726ebe
Improve MIS texture parameter naming
8 年前
Evgenii Golubev
1b52a0cc
Make sure light sampling (and eventually MIS) can be correctly toggled at runtime.
8 年前
Evgenii Golubev
360609df
Reduce the importance sampling bias
8 年前
Evgenii Golubev
fff4efdf
Remove multiple definitions of the light sampling texture dimensions
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
Julien Ignace
47800dae
Fixed a number of issues on PS4
- Some shaders not compiled for PS4
- Shaders testing depth when no depth buffer were bound (which works fine on DX11)
8 年前
sebastienlagarde
8c83bcf9
HDRenderPipeline: Add few comment
8 年前
Evgenii Golubev
846d4f8d
Precompute IBL samples on GPU
8 年前
Evgenii Golubev
65c98c8d
Factor out the GGX filtering code
8 年前
Julien Ignace
c83f3d4a
Merge branch 'master' into Branch_fix-ps4-hdrenderloop
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/Unlit.shader
# Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader
# Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader
# Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/Resources/GGXConvolve.shader
8 年前
Evgenii Golubev
94575da4
Remove the redundant 'GGX' from function names
8 年前
Evgenii Golubev
48d1ab44
Remove depth bits from RenderTargets which do not need them
8 年前
Evgenii Golubev
34c8c87d
Make RenderTextures explicitly linear
8 年前
Tim Cooper
aa75277c
[refactoring] HDLoop to do nice allocate / deallocate based on instantiation of loop instances.
8 年前
Evgenii Golubev
ddd20ccc
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Tim Cooper
c3449ff8
[HDLoop] Use scene singleton pattern for skysettings and common settings. The idea is that when a scene is activated we look to see if there are any override settings in that scene; if so we apply them. If there are no override settings we just do the default.
8 年前
Evgenii Golubev
ddbfc573
Fix sky rendering bugs
8 年前
Tim Cooper
171302ee
Merge branch 'preview-cameras' into refactor-hdloop
Conflicts:
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
8 年前
Tim Cooper
32acc565
[hdloop]Add sky asset + common settings asset.
8 年前
sebastienlagarde
66834685
HDRenderPipeline: Add Layered Displacement + fix issue with sky + some clean
- HDRI reflection is flipped, but HDRI and procedural sky are flipped
each other. For now fix the HDRI sky and we will fix procedural sky
after
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
Tim Cooper
b182e9cd
fix issue where render would not be recreated.
8 年前
Julien Ignace
05811cac
Moved SkyManager Build() to the HDRenderPipeline constructor to avoid leaking Materials each frame.
8 年前
Julien Ignace
2a8e9ce0
Renamed all XXXParametrers class to XXXSettings for consistency.
8 年前
Julien Ignace
d11b8e6e
Added an option in Lighting debug to display the sky reflection probe cubemap.
8 年前
Julien Ignace
6d0bd252
Removed Mesh creation at each frame from SkyManager
8 年前
Julien Ignace
6e09fedc
Fixed a problem where the sky reflection probe would be garbage after a domain reload.
8 年前
Julien Ignace
4bb0fc26
- Fixed a bug where setting sky settings to none would not removed the sky.
- Fixed a bug where setting the sky to none would not update correctly the default light probe and reflections
8 年前
Tim Cooper
c30d33b8
[Format]Reformat via format.pl to match the new conventions
8 年前
GitHub
ad277fc1
Merge pull request #206 from Unity-Technologies/Branch_FixNoSkyUpdate
Fixed various sky update issues when removing it
8 年前
Julien Ignace
bdfcdce0
Added the possibility to export the currently rendered sky to a Texture2D and then to an EXR.
8 年前
Julien Ignace
27b86771
Added the possibility to override lighting with a user specified cubemap (this will be provided to both enlighten and the default reflection probe)
8 年前
Julien Ignace
3c82d600
Temporarily disabled code requiring new Blit API until it gets to trunk.
8 年前
Julien Ignace
5702f00d
Added proper error messages for "ExportSkyToTexture" to the method.
8 年前
Antti Tapaninen
a2cdeb47
metal/ios: lower samplecount for mobile compute limitations, disable MIS since there is no read_write texture support
8 年前
Evgenii Golubev
8ced0098
Partially fix broken sky lighting on scene reload
8 年前
sebastienlagarde
b088bb9a
HDRenderPipeline: Moive all shaders/compute into resources asset
+ fix an issue with building player with debug menu
8 年前
Evgenii Golubev
70499455
Switch to HDCamera matrices (WIP, shadows have not yet been fixed)
7 年前
Tim Cooper
8b0f6d4c
use pooling
8 年前
Tim Cooper
b1156959
[gc]Convert to pooling
7 年前
Evgenii Golubev
5570c647
Merge branch 'master'
7 年前
Evgenii Golubev
d8386bd4
Address the PR feedback
7 年前
Julien Ignace
838a2000
Improved markers for sky environment update pass.
7 年前
Julien Ignace
a097b170
Changed HDRP and Shadow system APIs to take command buffers instead of ScriptableRenderPipeline.
This forces client to handle Cmd Buffer management and execution. This is necessary due to the impossibility to use nested Command Buffers currently (so any API called from user land cannot create and execute a CB of its own).
7 年前
Julien Ignace
07ccac0b
Added code to update Sky render texture hash so that GI bakes correctly. Code is commented until new API reaches graphics/srp
7 年前
Julien Ignace
d51497b8
Fixed HDRenderPipeline SkyExport to use Blit w/ scale API (so that the output texture is not upside down)
7 年前
sebastienlagarde
7893ff23
HDRenderPipeline: enable hash code on render target for dirty GI + do generate mipmaps manually
7 年前
sebastienlagarde
bef8557a
Fix compilation
7 年前
sebastienlagarde
28a704bc
HDRenderPipeline: SkyManager - convert call of GenerateMips to command buffer call
7 年前
Evgenii Golubev
69b2a277
Implement computation of the view vector from the screen space coordinate
7 年前
Evgenii Golubev
7a50f940
Clean up
7 年前
Evgenii Golubev
07664395
Remove the pre-generated mesh dependency from the GGX convolution shader
7 年前
Evgenii Golubev
cd11ceeb
Remove the sky mesh
7 年前
Evgenii Golubev
92230900
Add a NULL check to RebuildSkyMatrices()
7 年前
Evgenii Golubev
5bcd2d03
Fix an issue with reconstruction of WS positions in the procedural sky code
7 年前
Evgenii Golubev
a9e543a5
Properly disable sky lighting when sky settings are disabled
7 年前
Thomas
2cdd3c12
Moved most of HDRP utilities to Core
7 年前
Thomas
895c04b2
Improved ProfilingSample API
7 年前
Thomas
2ad6c8a0
Cleanup / conventions
7 年前
Thomas
3ce4af7e
GC fix (224B)
7 年前
Thomas
adfcd879
GC fix (5.1KB)
7 年前
Thomas
c9e65e8b
PR review fixes
7 年前
Julien Ignace
6b9ad1a2
Ported Legacy Unity procedural sky to HDRP and renamed our ProceduralSky to BlacksmithSky (pending removal)
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
Julien Ignace
6b716493
Added global fog toggle.
7 年前
Julien Ignace
f209b59a
Fixed merge error in Unlit shader and crash in SkyManager
7 年前
Robert Srinivasiah
27b4f37f
WIP of RT prototype
Not done yet
7 年前
Julien Ignace
f901ecbc
Realtime Reflection Probes WIP: Implemented Specific Reflection Probe cache and do the GGX convolution on GPU for every probes.
7 年前
Julien Ignace
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
Julien Ignace
58ea35a7
Null pointer exception fix when no directional light in the scene.
7 年前
sebastienlagarde
255c6c84
clean sky setup
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
71fed2e5
Small cleanup and fixes
7 年前
Tim Cooper
c6f38d1a
temp commit
7 年前
Julien Ignace
a474f9d0
Fixed sky default light probe when no SkySetting is set.
7 年前
GitHub
cea08097
Update SkyManager.cs
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
ec66382f
- Moved GGX Convolution related files to Material/GGXConvolution
- Fixed mistake caused by wrongly generated debug cs.hlsl files
7 年前
Julien Ignace
10007208
Porting sky/fog systems to Interpolation volumes.
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
Julien Ignace
dd1baa91
Fixed "Baked sky" behavior in new sky volume system.
7 年前
Sebastien Lagarde
44dc1fce
Move SSS files, move code to Subsurface manager
- Add various resource to the render pipeline asset
- Move SSS shader/CS from lit to subsurface folder
- Move SSS related function from HDRenderPipeline to SubsurfaceManager
- Rename renderPipelinesResources to renderPipelineResources at various
place
7 年前
Sebastien Lagarde
b8b6dd9b
Push second draft
7 年前
sebastienlagarde
feabd543
another round of change
7 年前
Julien Ignace
71f453af
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_SkySettingsVolume
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/RuntimeFilterIBL.cs
# ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs
7 年前
Julien Ignace
688234ed
Update after last merge
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
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
Julien Ignace
71b6b5f0
Added Sky Lighting Override through layers specific interpolation volumes.
7 年前
Julien Ignace
52a9d332
Tentative fix for additive scene loading breaking the "bake sky"
7 年前
Julien Ignace
4673aa9b
List of available skies is now generated from reflection information.
7 年前
Julien Ignace
a95ec526
- Changed the way baking sky works (because it was broken with interpolation volumes becoming assets). It's now a dedicated component instead of a flag in a SkySettings
- Updated all test scenes accordingly
- Specified the right RenderPipeline on all our test scenes cameras.
7 年前
Peter Andreasen
27da3d9e
Fixes to skymanager and decaldata lifted from p4
7 年前
Julien Ignace
189abf5e
Removed sunlight from baking sky computation (can cause discrepancy while baking depending on its current state in the scene and we usually don't want it in the bake anyway to avoid double highlights)
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
sebastienlagarde
116379ee
Add memory RT name/information everywhere
7 年前
sebastienlagarde
df5a7472
Add support of Preview sky
7 年前
sebastienlagarde
b0c23ff0
Fix sky issue
7 年前
Thomas
41b5a4ff
Stop using DestroyImmediate
7 年前
Frédéric Vauchelles
9ea01100
[ReflectionProbes] Refactored Cubemap Export
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
sebastienlagarde
eb6ff84f
Fix limitation on sky size
7 年前
Julien Ignace
36fb4e21
Added debug exposure parameter to several debug modes.
7 年前
Julien Ignace
59d93b72
Fixed an issue where putting Sky Lighting Override mask to "Everything" would cause the scene view background not to be cleared anymore
- Now clearing background only test the validity of the "Visual Sky" (instead of testing also the "Lighting Sky")
- Added a warning if "Everything" is set as a Sky Lighting Override Mask
- Changed the behavior of SceneView wrt to Volume layer mask. Now it uses the mask of the "main camera" if it exists, otherwise we use Everything minus Lighting Override Mask
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
7a47594e
Updated RTHandle class to an instance class
7 年前
Frédéric Vauchelles
3f5b485e
Cleaning cherry-picked commits
7 年前
sebastienlagarde
5f9a0791
Fix sky in preview and fog in sceneView
7 年前
GitHub
50c728b8
Merge pull request #1236 from Unity-Technologies/Fix-sky-in-preview-and-fog-in-sceneView
Fix sky in preview and fog in sceneView
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
sebastienlagarde
395a7a89
Update UI of resolution of cookie and reflection
Use combo box now
7 年前
sebastienlagarde
fa4df596
Fix camera editor preview
7 年前
Tim Cooper
fafb59af
Run code formatter.
7 年前
Julien Ignace
5b782e23
Added an explicit option in SkySettings (only supported for now in Procedural Sky) to enable or disable the rendering of the sun disk when baking light and reflection probes.
This allows us to fix some bugs and discrepancy with the current framework.
6 年前
Julien Ignace
057e32db
Added the possibility to setup an override transform for volume interpolation.
6 年前
Julien Ignace
5bfcc8cd
Merge branch 'HDRP/staging' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into HDRP/fix-sun-baking
6 年前