sebastienlagarde
a149a4db
HDRednerLoop: First draft of meta pass for lighttransport
8 年前
Sebastien Lagarde
3ff1088c
HDRenderLoop: More misc change + try to compile meta pass (not working yet)
8 年前
sebastienlagarde
05769d33
HDREnderLoop: Fix various stuff - still don't compile
8 年前
sebastienlagarde
e11a6cc5
HDREnderLoop: Push misc refactor
8 年前
Sebastien Lagarde
236dada1
HDRenderLoop: Plenty of stuff + Meta pass renaming + Depth pass
- Add EnvTemplate to generate various combinaison of cube texarray and
simple cube for evaluteBSDF_env
- Rename class/file
- Introduce concept of FragInput
8 年前
Sebastien Lagarde
25234e00
HDRenderLoop: Test about packing all GBufer in two RT U16
This will not work for now but allow to stress the design in some comple
case. May be remove later or adapted
8 年前
Sebastien Lagarde
521b51c7
HDRenderLoop: Big refactor to preprate for depthOffsetVs
8 年前
sebastienlagarde
b890244e
HDRenderLoop: Rename the directory HDRenderLoop in HDRenderPipeline
8 年前
Julien Ignace
aa1bffc3
Moved enlighten emissive RGBM stuff into EntityLighting.hlsl
8 年前
sebastienlagarde
3b0e1c97
HDRenderPipeline: Large refactor of all the pass attribute and varying system
8 年前
sebastienlagarde
53b5f4b3
HDRenderPipeline: Fixing a lot of compiling issue, all is now compiling
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
Julien Ignace
5b8bfa0c
Fix meta pass for layered shader when it needed the vertex color.
8 年前
Sebastien Lagarde
a1e0f1e9
Rename scriptableRenderLoop Folder to ScriptableRenderPipeline
- Rename all "loop" name to "pipeline" name for FPTL/Basic/HD
- Update all include in HDRenderPipeline to match C++ #include path that
is Asset/ScriptableRenderPipeline
Caution: This PR require the new C++ code
8 年前
runes
c445e599
Explicit tile coordinates in GetPositionInput.
~10% faster tile deferred light evaluation in compute
8 年前
runes
d83f9aa3
shader compile fixes
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
sebastienlagarde
68b2246c
HDrenderPipeline: Generate hlsl debug functions
Instead of wrtiting functions by hand user can now call generated debug
function and override thing he/she want.
8 年前
Torbjorn Laedre
5c1b2a97
Fixed bug in light transport uv->position 'unwrap'.
8 年前
Evgenii Golubev
b3bd2618
Camera-relative rendering WIP
7 年前
sebastienlagarde
02c6a152
HDRenderPipeline: Fix issue with emissive that is now HDR
7 年前
sebastienlagarde
50580dad
HDRenderPipeline: Fix issue with meta pass not using correct coordinate
7 年前
sebastienlagarde
07ba87ed
HDRenderPipeline: Fix issue with Metapass not working anymore
7 年前
Peter Bay Bastian
a1133cd9
Update #includes of ShaderLibrary to new path
7 年前
Peter Bay Bastian
e621aacf
Convert absolute paths to relative paths in shader includes
7 年前
Evgenii Golubev
fcfe787e
Remove the Clamp() intrinsic
7 年前
Julien Ignace
aed9d43e
- Fixed meta pass to use correctly UV 2 and 3 and world space position for planar (planar still does not work though because of possible C++ dependency in the meta pass)
- Added a planar lit case in LayeredLitTest scene
7 年前
GitHub
3f66af34
Merge pull request #545 from EvgeniiG/Unity-2017.3
Improve subsurface scattering
7 年前
sebastienlagarde
bc549388
HDRenderPipeline: Update Metapass to do correct ifdef test
7 年前
Sebastien Lagarde
370d90c0
HDRenderPipeline: Fix various shader compiler warning
7 年前
Peter Bay Bastian
9dd5e5c5
Change shader include paths to take advantage of Core being an include path now
7 年前
Evgenii Golubev
0ed1b80b
Global rename
positionSS -> positionNDC
unPositionSS -> positionSS
unTileCoord -> tileCoord
ComputeScreenSpacePosition() -> ComputeNormalizedDeviceCoordinates()
7 年前
Evgenii Golubev
f1b9bce7
Avoid the warning about division by 0
7 年前
Sebastien Lagarde
d6a7fcd6
HDRenderPipeline; Clean include of Color.hlsl
7 年前
Evgenii Golubev
228fd56b
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline
7 年前
Raymond Graham
e93f78ef
Bring over Instancing support to HDRP shaders.
7 年前
sebastienlagarde
d6e7f268
Fix issue to allow to build standalone player
- Fix issue with Mouse function no editor only
- Fix issue with instancing and meta pass
7 年前
sebastienlagarde
ad00b16a
Merged GetPositionInput and UpdatePositionInput into one set of GetPositionInput overloads.
7 年前
sebastienlagarde
9afa4d41
First draft
7 年前
Sebastien Lagarde
e2c88f24
update code
7 年前
sebastienlagarde
cc62edb1
Fix triplanar with meta pass
7 年前
Sebastien Lagarde
4d25d4a1
Add normal buffer to directional shadow and forwar
+ add poistion input to prototype of ConvertSurfaceDataToBSDFData
7 年前
sebastienlagarde
ee31a3ad
HDRP: Improve camera relative rendering precision on object
Improve camera relative rendering precision on object
- Apply camera translation on the model matrix
- Add a function GetObjectPositionWS
- User are required to always used TransformObjectToWorld or GetObjectToWorldMatrix, they should never access to UNITY_MATRIX_M
- When a user want absolute world position it must use GetAbsolutePositionWS(positionWS). positionWS is either camera relative space or absolute position depends on settings, only a call to GetAbsolutePositionWS() guarantet that we are in absolute position
6 年前
sebastienlagarde
c1827b93
Rename positionWS to positionRWS + update shader graph template
6 年前
Sebastien Lagarde
56790568
Refactor GetBakedDiffuseLighting
- Shader code change: Rename GetBakedDiffuseLighting to ModifyBakedDiffuseLighting. This function now handle lighting model for transmission too. Lux meter debug mode is factor outisde.
- Shader code change: GetBakedDiffuseLighting is not call anymore in GBuffer or forward pass, including the ConvertSurfaceDataToBSDFData and GetPreLightData, this is done in ModifyBakedDiffuseLighting now
- Shader code change: Added a backBakeDiffuseLighting to BuiltinData to handle lighting for transmission
- Shader code change: Material must now call InitBuiltinData (Init all to zero + init bakeDiffuseLighting and backBakeDiffuseLighting ) and PostInitBuiltinData
- Update shader graph associate code
6 年前