120 次代码提交 (556fd07b-0821-4c4b-b7a0-0599020d6b05)

作者 SHA1 备注 提交日期
sebastienlagarde 91937fed HDRenderLoop: Merge FPTL - start light application 8 年前
Sebastien Lagarde a91df7f9 HDRenderLoop: Merge FTPL - application of opaque tiled lists (untested) 8 年前
sebastienlagarde f15e0c7c HDREnderLoop: First draft of new layeredLit shader 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
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
sebastienlagarde 898ec83d HDRenderLoop: Misc fix for making cluster FPTL work, still not working 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 546401a2 HDRenderLoop: Version that compile and display something 8 年前
Sebastien Lagarde 1b338186 HDRenderLoop: SinglePAss work but Tile is broken... 8 年前
sebastienlagarde 935b09ec HDRenderLoop: Fix issue with tiled lighting, now working as before the refactor 8 年前
Sebastien Lagarde 521b51c7 HDRenderLoop: Big refactor to preprate for depthOffsetVs 8 年前
Sebastien Lagarde 0ba2f558 HDRenderPipeline: Fix issue with cluster rendering - enable by default with tile for opaque 8 年前
uygar 2a8f7eaa Added missing files from initial commit. 8 年前
Julien Ignace 60dd6c48 Implemented lighting debug in the shader. 8 年前
uygar c8a27740 Merge branch 'master' into shadows 8 年前
mmikk f8fb534f allow clustered tiled to use 16, 32 or 64 as its tile size 8 年前
sebastienlagarde 20a72b30 HDRenderPipeline: Change from 16x16 to 32x32 tile size for clustered 8 年前
Julien Ignace 17a9cbd9 Added a lighting debug mode to visualize Cascaded shadow splits. 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
Evgenii Golubev 5a2aa8b3 Fix flickering issues on PS4 for the single pass loop (+ initial fixes for FPTL) 8 年前
runes c445e599 Explicit tile coordinates in GetPositionInput. 8 年前
Antti Tapaninen 09c4949e HLSLcc: fix out of bounds issues on Metal/iOS, HLSL bytecode being the root cause before Metal generated shaders 8 年前
sebastienlagarde f16a65f7 HDRenderPipeline: revert recent change on structure buffer for shader for PS4 as it was not the problem 8 年前
runes f120a09b added feature branches to lightloop 8 年前
uygar cefe8b15 Merge branch 'master' into shadows 8 年前
Antti Tapaninen ac01ea01 HLSLcc: fix out of bounds issues on Metal/iOS, HLSL bytecode being the root cause before Metal generated shaders 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
Evgenii Golubev 6c81aaea Implement tile & cluster support for orthographic projector lights 8 年前
uygar 8db09493 Merge branch 'master' into shadows 8 年前
sebastienlagarde ed55ce8f HDRenderPipeline: Clean debgu settings 8 年前
uygar d82162c7 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into shadows 8 年前
uygar c0b6dcd6 Removed the old shadow system. 8 年前
Sebastien Lagarde 3185a7c5 HDRenderPipeline: Replace TILE_SIZE MACRO by GetTileSize() 8 年前
Julien Ignace 25092737 Simplified (hopefully) the way we display material and lighting debug modes. 8 年前
Sebastien Lagarde 58f36f39 Merge remote-tracking branch 'refs/remotes/origin/master' into shadows 8 年前
Sebastien Lagarde 36142eb8 HDRenderPipeline: Update SSAO effect 8 年前
Sebastien Lagarde d42c60fe HDRenderPipeline: Fix EOL and shader compil issue for AO 8 年前
Sebastien Lagarde 9fc86a1e HDRenderPipeline: Update SSAO settings 8 年前
Sebastien Lagarde 62bb2f57 HDRenderPipeline: Disable SSAO for now 8 年前
sebastienlagarde 6efb11c7 HDRenderPipeline: Finish to fix issue with AO 8 年前
Julien Ignace b09d5f72 - Cleaned up CommonSettings from Cascaded parameters which are now in the light. 8 年前
sebastienlagarde 0e6f3478 HDRenderPipeline: update shader generator and code to match C# static naming convention 8 年前
Evgenii Golubev 4a9e84ed Merge projector lights into punctual lights 7 年前
sebastienlagarde e6e216f8 push not compiling code 7 年前
Julien Ignace 36db30a0 Improved VGPR pressure for Area Light lighting code. 7 年前
sebastienlagarde 69171f62 Main interface is now EvaluateBSDF_Area 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 7 年前
sebastienlagarde b26d474f HDRenderPipeline: Fix issue in tilepass are light loop 7 年前
Evgenii Golubev ae1d5714 Apply reflection probes in the order defined by their volume 7 年前
sebastienlagarde ff9d0813 HDRenderPipeline: factor IBL weight function in lightloop 7 年前
sebastienlagarde c635afcd Add multi bounce approximation on SSAO (Colored AO) 7 年前
Frédéric Vauchelles 90b2eb1e Added refraction, roughness refraction and transparency absorption 7 年前
Sebastien Lagarde 281e0be9 Optimize Sky case and setup new rules for projection and influence shape of reflection probe 7 年前
Sebastien Lagarde ec73e7bd Make evalue punctual bsdf prototype match area and env 7 年前
Sebastien Lagarde a0915eb9 Move ambient occlusion code from LightingLoopContext to lit.hlsl 7 年前
Sebastien Lagarde 935bfd9b HDRenderPipeline: Refactor LightLoop glue code 7 年前
Sebastien Lagarde aab7798a HDRenderPipeline: Add refraction cubemap support 7 年前
sebastienlagarde 1d286a5e Refactor after feedback of the PR 7 年前
sebastienlagarde 687e2270 fix aggregateLighting typo 7 年前
sebastienlagarde bc558cb7 HDRenderPipeline: Rename ImageBasedLighting to IndirectLighting 7 年前
sebastienlagarde c0b5b529 HDRenderPipeline: Fix issue with accumate light not accumulating correctly 7 年前
sebastienlagarde e2537ce0 Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-refraction-cubemap-support 7 年前
sebastienlagarde 3f72173b Fix issue with wrong blend hierarchy used 7 年前
Sebastien Lagarde 36f3cfd4 merge unity 2017.3 7 年前
Evgenii Golubev 43d373d4 TODO: should we divide by ray segment length? 7 年前
Sebastien Lagarde 61e9390a HDRenderPipeline: Fix the pipeline to be fptl for opaque and cluster for transparent 7 年前
Evgenii Golubev 7b797ff7 Merge branch 'master' 7 年前
Evgenii Golubev 6f8ec8c3 Global rename: 'depthRaw' -> 'deviceDepth', 'depthVS -> linearDepth' 7 年前
Evgenii Golubev 8ed2bde7 Refactor directional and punctual light code 7 年前
Evgenii Golubev 93a7de37 Remove EvaluateBSDF_Area() 7 年前
Evgenii Golubev fb4e09f9 Optimize punctual light evaluation by having an inlined function per light type 7 年前
Evgenii Golubev c2749fb3 Clean up TilePassLoop 7 年前
Evgenii Golubev f2463daf Revert to a single loop over all punctual lights 7 年前
Evgenii Golubev 0ed1b80b Global rename 7 年前
Evgenii Golubev 40cfe5f3 Reintroduce EvaluateBSDF_Area() 7 年前
Evgenii Golubev 8ee2d44f Merge 'master' 7 年前
Evgenii Golubev 8bbcaa8f Factor out TilePass.hlsl 7 年前
Evgenii Golubev 66b71b35 Remove TilePass.hlsl 7 年前
GitHub f8f8902d Remove a redundant test 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
sebastienlagarde d1c884e4 Add Lux meter debug mode 7 年前
Sebastien Lagarde 8820a5f9 Update LuxMeter debugview 7 年前
Frédéric Vauchelles ca10cd2f Merge 7 年前
Frédéric Vauchelles 9a41a6d7 [PlanarReflections] Small fixes 7 年前
Frédéric Vauchelles 504ba0e9 [PlanarProbes] Packed env light data and env proxy data 7 年前
Frédéric Vauchelles eff3ca9e [PlanarProbe] (wip) packing envlightdata structure 7 年前
uygar 775d3f32 Optimized cascade selection code to reduce register usage. 7 年前
Frédéric Vauchelles 3c9e76d4 Merging SSRefraction and SSReflection functions 7 年前
sebastienlagarde 2c61701c Merge remote-tracking branch 'refs/remotes/origin/master' into shadows-biasing 7 年前
Julien Ignace 8c4ec6a4 - Visualize Cascade debug mode now fades to white instead of black 7 年前
uygar f40129d8 Fixed blending of inactive cascades. 7 年前
Julien Ignace 36fb4e21 Added debug exposure parameter to several debug modes. 7 年前
Frédéric Vauchelles 4fbb1c4f (wip) Added refraction model 7 年前
Frédéric Vauchelles c96eb98a (wip) Fixed refraction with sky proxy 7 年前
Frédéric Vauchelles 9fffc822 Unrolled first iteration 7 年前
Frédéric Vauchelles 99ec03cb Used the MERGE_NAME macro 7 年前
Frédéric Vauchelles 659b634a Added wip pass for SSReflection 7 年前
Frédéric Vauchelles 403264e2 Fixed light loop hierarchy 7 年前
Sebastien Lagarde 016a2305 HDRenderPipeline: Fix shader and C# warning + re-arrange lightloop for env 7 年前
Frédéric Vauchelles 4bd00e90 Merge master 7 年前
Frédéric Vauchelles a3477180 Update SSR for deferred 7 年前
Frédéric Vauchelles a7658549 Various fixes 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 78777de4 Added somne descriptive comments 7 年前
sebastienlagarde aa607e4a HDRP: Move contactShadow from shadow context to light context (fix warning) 7 年前
sebastienlagarde aa5363e0 Refactor tranmission and lightEvaluation code to have more cleaner code 7 年前
GitHub 80d748f5 Add light linking support (#1758) 6 年前
Sebastien Lagarde f0619d1d Handle emissiveColor separate of bakeDiffuseLighting in forward 6 年前
RSlysz 30b7aca0 Add support for LightLayers on reflection probe 6 年前
sebastienlagarde b8aab929 Fix issue with sky that was not lighting correctly the scene 6 年前