sebastienlagarde
902def74
Change UnityStandard to HDRenderLoop
Change name of the renderloop to HD Standard
Use vertex normal for now to test light
8 年前
sebastienlagarde
bb7bf965
Correct angle attenuation
8 年前
sebastienlagarde
4644098b
Calculate correct intensity for the light
8 年前
sebastienlagarde
2aba5fc9
Add innerAngle for spotlight
8 年前
sebastienlagarde
4984a6d0
Prepare for deferred rendering
Add FinalPass (for gamma correction), create init buffer and clear
buffer function, prepare deferred renderer buffer. Deferreded pass not
implemented yet
8 年前
sebastienlagarde
016758b2
Update a bit the code for deferred + some notation update
8 年前
Sebastien Lagarde
3b340bc5
forget one file
8 年前
sebastienlagarde
e0d8b29f
Minor change, add unity_reversed_z
8 年前
sebastienlagarde
a333a206
Make deferred rendering wortk and match forward
8 年前
sebastienlagarde
1065c023
HDRednerLoop: Fixed bad code to reconstruct world position
8 年前
Sebastien Lagarde
ef992f04
Add support for directional light
all in one formula for spot, light and directional light
8 年前
Sebastien Lagarde
4867b779
Update GBuffer parameters
- Update GBuffer parameters to be closer to what is describe on
confluence
- Add arbitrary packing function of float and int into a float with a
given precision
- Clean few stuff
- Current scene is 2 spot, 1 point and a directional and match betwee,
diffuse and forward.
8 年前
Sebastien Lagarde
9a7564db
Miss a lot of file...
Don't know if I have done shit due to late hour or if I get in space for
a moment and haven't see file change...
8 年前
Julien Ignace
ad89bd6f
My changes
8 年前
Julien Ignace
d825657a
Debug Shader first version
8 年前
sebastienlagarde
b7ac9b37
HDRenderLoop: Make transparent object working + doublesided mode work
8 年前
Julien Ignace
60e032e0
Merge branch 'master' into DebugShader
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
8 年前
vlad-andreev
8af5f4ac
[fptl, hd] gbuffer sizes are no longer implicit
passing -1 for width/height relies on there being an active camera,
which is no longer a thing
8 年前
Julien Ignace
06725f27
Added GBuffer Debug shader.
8 年前
vlad-andreev
ea3c49e2
removed Vec2/Vec3/Vec4/Mat44, regenerated .hlsl includes
8 年前
Julien Ignace
f1087ce3
Merge branch 'master' into DebugShader
# Conflicts:
# Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/test.mat
8 年前
Julien Ignace
5551e27f
Compile fix after last merge
8 年前
Julien Ignace
526fbc6f
HDRenderLoop debug params are now in a struct. Added an Inspector for HDRenderLoop
8 年前
sebastienlagarde
e26a36cb
HDRenderLoop: Add tonemapper and exposure control
8 年前
vlad-andreev
b145a4d1
semi-temporary hack to reload .compute assets
8 年前
sebastienlagarde
f423dd68
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Julien Ignace
c90ffdda
Merge branch 'master' into DebugShader
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
8 年前
Julien Ignace
d0e884be
Added the possibility to display transparent objects for Material Debug
8 年前
Julien Ignace
2a66fcda
Added the possibility to hide opaque or transparent objects
8 年前
Julien Ignace
9a49604d
Clean test code for debug menu
8 年前
Julien Ignace
581745c8
- HDRenderLoop: Added exposure/tonemap to the new inspector.
- Cleaned the way debug render are done.
8 年前
sebastienlagarde
acd11ee0
HDRenderLoop Rename DisneyGGX to Li and convert to whitesapce convention
8 年前
Sebastien Lagarde
bb06ff58
HDRenderLoop: Update Debug view mode for new parameters
+ Automatic update of inspector
+ create Debug Paramters function to call for builtin data, varyings and
surfaceData
8 年前
Sebastien Lagarde
de43ba96
HDRenderLoop: Add automatic support for material propery debug
- Modify shader generator to automatically generate define from struct
- Add attribute to be able to control display name and enum start value
- Refactor the whole debugging code for debug view material properties
- Rename a few thing
8 年前
sebastienlagarde
b2a49403
HDRenderLoop; start support of reflection probe
- Add texture abstration in API
- Add imagebasedlighting.hlsl
- Add divide pi version of BSDF
- Change resolution of cubemap as 128
- Misc stuff
8 年前
Aras Pranckevicius
77ed801f
API change: ActiveLight -> VisibleLight, culledLights -> visibleLights, culledReflectionProbes -> visibleReflectionProbes
8 年前
sebastienlagarde
fe99ce30
HDRenderLoop: Add PreLightData concept (optimization)
- Add PrelightData concept: variable that you can precompute ahead of
calling the lighting loop
- Various stuff related to that: BRDF recomputed LambdaV version etc...
8 年前
vlad-andreev
bf6e54c5
tabs -> spaces
8 年前
sebastienlagarde
feca166f
Merge remote-tracking branch 'origin/master'
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
# Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/DebugViewMaterialGBuffer.shader
# Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightingForward.hlsl
# Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit.hlsl
# Assets/ScriptableRenderLoop/ShaderLibrary/Common.hlsl
8 年前
Sebastien Lagarde
a703417e
HDRenderLoop: Continue to work on implementing parallax cubemap
- Finish shader side, need to fix C++ side + generate specularDFG
texture
8 年前
Aras Pranckevicius
1a967df9
API changes update: renamed RendererConfiguration members
8 年前
sebastienlagarde
524694c1
HDRenderloop: very Minor update
8 年前
Sebastien Lagarde
52eb3436
HDRenderLoop: Make cubemap code compile
- miss preDFG texture
- do not work currently
- Add bunch of sphere metal/dieletric from smoothness 0..1
8 年前
Sebastien Lagarde
698d1646
HDRenderLoop: Move GBuffer description to Lit.cs
- So a material can define easily what kind of GBuffer it use without
having to dig into HDRenderLoop code
8 年前
Sebastien Lagarde
ba76c316
HDRenderLoop: Move a lot of files for better classification
8 年前
Sebastien Lagarde
357d999e
HDRenderLoop: Add code to init texture one time at the launch of the loop
- Still need to confirm is this code is robust
- Also remove many common.hlsl include
8 年前
Sebastien Lagarde
bce39f68
HDRenderLoop: Make cubemap work (without parallax) and add ref mode
- comparison with ref GGX is not too bad, but still require improvement.
- wait for trilinear issue with cubemap to be solve before investigating
8 年前
sebastienlagarde
cc40fcbe
HDRenderloop: Add useForwardOnly option
8 年前
vlad-andreev
3e91c5e0
code cleanup part deux
8 年前
sebastienlagarde
ba4ec92e
Merge remote-tracking branch 'origin/master'
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoopInspector.cs
8 年前
sebastienlagarde
3234ad1e
HDRenderLoop: Add area light code (not working)
8 年前
sebastienlagarde
fd4b1fe9
HDRenderLoop: Fix issue with box projection and local offset + add test scene
8 年前
sebastienlagarde
86a97da3
HDRenderLoop: Change ReflectionProbe behavior
- reflection probe are now split in two volume, one influence volume
(for culling and fading) and one projection volume (for cubemap
sampling). Mean we can have box porjection with spherical influecne.
- Refletion volume support both cube and sphere (would like to add
ellipse later)
- Change the behavior of blenddistance to inner blend distance instead
of outer blend distance as it is easy for the artists to use.
8 年前
sebastienlagarde
7a1f23a5
HDRenderLoop: Update reflection probe behavior (change agin)
- We still split influence and projecotin volume, but they must ahve the
same shape, and influence volume must be conatin by projection volume
- without UI for now this have no effect.
8 年前
sebastienlagarde
616b95a2
HDRenderLoop: Create shaderPassXXX file to prepare for shader graph
- Rename lit.shader to defaultLit.shader,this one is the one written by
hand, others are generated by shader graph
- Rename littemplate to litcommon to be less confusing
- update all the scene because of renaming above
- pepare a directory with ShaderPass that are common code for a given
pass. (currently no vertex shader here)
8 年前
sebastienlagarde
bfedb067
HDRenderLoop: Update Unlit material
8 年前
Sebastien Lagarde
3ff1088c
HDRenderLoop: More misc change + try to compile meta pass (not working yet)
8 年前
vlad-andreev
3b8e0543
moved to the experimental namespace
8 年前
Sebastien Lagarde
f3b6f913
Merge remote-tracking branch 'refs/remotes/origin/master' into LightmapSupport
8 年前
Sebastien Lagarde
1602a326
HDRenderLoop: Push draft not compiling
8 年前
Sebastien Lagarde
00afee16
HDRenderLoop: Lot of stuffs - try to prepare for various lighting architecture
- Move and rename file
- Design for various lighting architecture
8 年前
Sebastien Lagarde
2ffcb7f1
HDRenderLoop: Misc test
8 年前
Paul Demeulenaere
579d8262
First draft of material graph integration (HDRenderLoopProvider expose available output node corresponding to Lit or Unlit material)
8 年前
sebastienlagarde
f53cd1c7
HDRenderloop: Progress in supporting IES and shadowmap
- Add AffectDiffuse/AffectSpecular/GetShadowDimmer UI
- Add draft of shadow map support (not working)
- Add IES in shader (not in light)
- Add LightLoopContext struct
- Add various Texture/sampler macro
- Add GetCubeFaceID
- misc stuff
8 年前
Paul Demeulenaere
455235b0
Translate field type to correct material graph type (MaterialID is ignored for now)
8 年前
Sebastien Lagarde
55ac2b41
HDRenderLoop: Add shadow.hlsl - refine design of shadowmap (not working yet)
8 年前
Paul Demeulenaere
a87df4d4
Merge remote-tracking branch 'origin/master' into scriptablerenderloop-materialgraph
8 年前
sebastienlagarde
fd7cfe17
HDRenderLoop: Move file/create file/Rename stuff - Related to lighting and shadow
- Effort on shadow design still need to be done
8 年前
sebastienlagarde
115b193a
HDRenderLoop: fix shadow code
8 年前
Sebastien Lagarde
36745c50
HDRenderloop: Remove flags from light + experiment bias on receiver
8 年前
Paul Demeulenaere
f68e8b7c
Merge remote-tracking branch 'origin/master' into scriptablerenderloop-materialgraph
# Conflicts:
# .gitmodules
8 年前
Sebastien Lagarde
e3c7667f
HDRenderLoop: Renmae PositionHS to PositionCS + another pass on shadow design
8 年前
Paul Demeulenaere
f286e852
First integration for a *suitable* approach of MaterialGraph & ScriptableRenderloop (MasterNode description is draft, that's why MaterialIDAttribute is tagget as "WIP")
8 年前
Paul Demeulenaere
2c436ffd
Merge remote-tracking branch 'origin/master' into scriptablerenderloop-materialgraph
8 年前
Paul Demeulenaere
e9b5f5ae
- Cleaner way describe MasterNode
- First version of suitable template which integrate packing/unpacking between vertex & fragment
N.B.: Refactor is needed in MaterialGraph to move specific shader code generation to ScriptableRenderloop
8 年前
Paul Demeulenaere
1901074b
New iteration for MaterialGraph integration (old code disabled)
8 年前
Aras Pranckevicius
96043e96
API change: rename inputCullingOptions -> inputFilter
8 年前
Aras Pranckevicius
bbf7731a
API change: VisibleLight has spotAngle now
8 年前
Paul Demeulenaere
d6e910a1
Merge remote-tracking branch 'origin/master' into scriptablerenderloop-materialgraph
8 年前
Julien Ignace
b43fec12
Fixed global illumination setup and shader.
8 年前
Paul Demeulenaere
17bf2b62
Prepare empty behavior for the new MasterNode integration
8 年前
Paul Demeulenaere
5c4b6aaf
MaterialGraph integration : Implement first draft for GetShader function
8 年前
Paul Demeulenaere
66d8d3f0
Merge remote-tracking branch 'origin/master' into scriptablerenderloop-materialgraph
8 年前
Sebastien Lagarde
b945ef44
HDRenderLoop: Add velocity buffer support (C# side)
8 年前
Paul Demeulenaere
cdb8bd40
Fix basic code generation (still draft, output is not only SurfaceData but also BuiltInData)
8 年前
Paul Demeulenaere
64664d83
Improve code generation : smarter "include" which allows variant between pass (e.g.: #{LitTemplate|useDataInput:{.*}|needFragInput:{positionWS}})
8 年前
Paul Demeulenaere
410adf93
- Update MasterGraph external and allows UV0 to be float2 instead of float4
- Plug (wip) automatic normal
8 年前
Evgenii Golubev
731e1f23
Enable LTC area light code path
8 年前
Paul Demeulenaere
c26b4333
Plug CustomGUI to MaterialGraph for HDRenderLoop
8 年前
Sebastien Lagarde
c03433e2
HDRenderLoop: Add velocity shader pass
8 年前
Sebastien Lagarde
7443a077
HDRenderLoop: Fixed issue with velocity pass + fix shader warning
- GBuffer velocity can't work as we miss prevPosition Attribute in
GBuffer pass
- #define can't be include in C# from another file...
8 年前
Sebastien Lagarde
40f9dda4
HDRenderLoop: Update for velociy buffer + several stuff/fix/refactor
-fix issue with spotAngle that have been change in the light component
- remove undesired unrachable code warning
- create a proper shader config system (previous one was nor working)
- Change concept of material gbuffer to also include lighting, remove
all lighting buffer macro, bakeDiffuseLighting now pass to encode to
gbuffer
- deferred material is now in charge of all material RT format, lighting
buffer included
- velocity buffer is independt of deferred material
- add first start of distortion
- update velocity buffer management + add velocity pass
-
8 年前
sebastienlagarde
f61b40c5
HDRenderLoop: Move editor thing in editor directory to be able to build a player
8 年前
Evgenii Golubev
105f41c5
Add area light support with Fresnel and Disney Diffuse
8 年前
Sebastien Lagarde
47769667
HDRenderLoop: Clean some code and move file - AdditionalLightData now required on lights
8 年前
Sebastien Lagarde
a54e4275
HDRenderLoop: Fix issue with debug parameters and forwardonly mode
8 年前
Aras Pranckevicius
df2b15a6
Small cleanup (spotAngle part of VisibleLight)
8 年前
sebastienlagarde
648bed87
HDRenderLoop: Push starter that doesn't compile
8 年前
Evgenii Golubev
5116a0d4
Make 'AreaLightData.twoSided' a bool
8 年前
Sebastien Lagarde
ecc73ed7
HDRenderLoop: Add depth prepass +DepthPrepass for forward opaque
8 年前
Sebastien Lagarde
d8f13193
HDRenderloop: Setup minimal draw sky/HDRI (not working)
8 年前
sebastienlagarde
1225abd4
Merge remote-tracking branch 'refs/remotes/origin/master' into Merge-FPTL
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
8 年前
sebastienlagarde
996cc98f
HDRenderLoop: Move FragInput is now global to share code + reorganise debug attributes
8 年前
sebastienlagarde
a919228a
Merge remote-tracking branch 'refs/remotes/origin/master' into Merge-FPTL
8 年前
Evgenii Golubev
290723c7
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into UpdateAreaLightImpl
8 年前
sebastienlagarde
31e4c8ca
HDRenderLoop: Intermediate state
8 年前
sebastienlagarde
ed862ed6
Merge remote-tracking branch 'refs/remotes/origin/master' into Merge-FPTL
8 年前
Sebastien Lagarde
7fa398c4
HDRenderLoop: Reorganize LightLoop pass, move code into SinglePass.cs
8 年前
sebastienlagarde
fa115002
HDRenderLoop: Change light structure to better match FPTL
- merge area light and punctual together
- Change directional to better match FPTL
- Add EvaluateBSDF_Directional prototype
8 年前
Evgenii Golubev
2fd73e64
Add a menu item to add "Additional Light Data"
8 年前
Julien Ignace
fd04e67f
- First version of sky renderer
- Added an Utilities class for re-usable methods in the renderloop (SetRenderTarget, Material creation, etc...)
8 年前
Julien Ignace
44b015c9
SkyRenderer now renders into a 256 cubemap RT and updates GI with it.
8 年前
sebastienlagarde
ca83feb0
HDRenderLoop: Add support of directional split shadow
8 年前
sebastienlagarde
47e9e8a7
HDRenderLoop: Fix bug regarding Max area light limit
8 年前
sebastienlagarde
c6feca5b
HDRenderLoop: Really fix the previous Max area light limit - dumb commit
8 年前
Evgenii Golubev
50204d4c
Add the 'Line' light archetype and fix the scene
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
Paul Demeulenaere
e7df382c
Merge remote-tracking branch 'origin/master' into scriptablerenderloop-materialgraph
# Conflicts:
# .gitignore
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
# Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Editor/LitUI.cs
# Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.cs
8 年前
Julien Ignace
442892e0
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
8 年前
Julien Ignace
4b803be4
Fixed compilation and renaming because of last merge.
8 年前
Paul Demeulenaere
2a561d3e
Reintegrate HDRenderloop template after merge (todo : fix forward pass)
8 年前
sebastienlagarde
91937fed
HDRenderLoop: Merge FPTL - start light application
- all broken for now
8 年前
Paul Demeulenaere
21cd551b
- Integrate AlphaCutOff with MaterialGraph
- Move LitGraphUI to a specific cs file
8 年前
Paul Demeulenaere
2b2b5808
Merge branch 'master' into scriptablerenderloop-materialgraph
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Editor/LitUI.cs
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
Paul Demeulenaere
691b79fb
HotFix forward compilation from shaderGraph
8 年前
Paul Demeulenaere
b9f173de
Minor : add details to PreIntegratedGFGD comment
8 年前
Sebastien Lagarde
a91df7f9
HDRenderLoop: Merge FTPL - application of opaque tiled lists (untested)
8 年前
Paul Demeulenaere
23aab6f2
- Plug meta pass
- Use Attribute.hlsl & share the same FragInput
- Rename useDataInput => useSurfaceData & needFragInput => useFragInput
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
vlad-andreev
6533bb0d
[hd] shadow settings editor
TODO: have cascade editing use the proper widget
8 年前
Paul Demeulenaere
bd465a6d
- Plug tangent, bitangent & vertexColor for MaterialGraph Integration
- Add Createbitangent independant function sur ShaderVariables
8 年前
Julien Ignace
65fadea6
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Julien Ignace
d589da67
Fixed warning from calling Rebuild in HDRenderLoop and a bunch of indentation problems.
8 年前
Sebastien Lagarde
289a0be8
HDRenderLoop: Last commit miss a shader file, so disable code temporary
8 年前
Paul Demeulenaere
16333450
Merge remote-tracking branch 'origin/master' into scriptablerenderloop-materialgraph
8 年前
Paul Demeulenaere
522def83
Plug tangent surfaceData input
8 年前
Julien Ignace
7e712073
Fixed LayeredLit detail maps and improved the LayeredLitTest scene.
8 年前
Paul Demeulenaere
0621ae04
- Add LitSharePass.template to clarify code
- Isolate material graph integration from HDRenderloop to HDRenderloopMaterialGraph
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
Paul Demeulenaere
ab48557b
Merge remote-tracking branch 'origin/master' into scriptablerenderloop-materialgraph
8 年前
Felipe Lira
d2f48b79
Updated project and SRLs to use new GraphicsSettings registration interface.
In order to register a scriptable render loop goto GraphicsSettings and set there.
8 年前
Evgenii Golubev
12311af9
Enable sky IBL
8 年前
GitHub
3fb12546
Merge pull request #25 from EvgeniiG/master
Fix and enable sky IBL
8 年前
Evgenii Golubev
64c5cdc1
Correctly enable/disable the sky light
8 年前
Felipe Lira
d713ce87
Fixed Inspector Exception when drawing HDRenderLoop
8 年前
Evgenii Golubev
80814477
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/SinglePass/SinglePass.hlsl
8 年前
Felipe Lira
65f8427b
update github project to reflect refactored SRL changes in engine code.
8 年前
vlad-andreev
61c18528
fixed editor grid/gizmo/selection rendering
8 年前
Felipe Lira
ef0ffe6f
OnValidate now working and not necesary to call CleanUp on disable anymore.
8 年前
sebastienlagarde
898ec83d
HDRenderLoop: Misc fix for making cluster FPTL work, still not working
8 年前
Evgenii Golubev
db54ab05
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Sebastien Lagarde
d3e935de
Merge remote-tracking branch 'refs/remotes/origin/master' into merge-FPTL-cluster
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/SinglePass/SinglePassLoop.hlsl
8 年前
Sebastien Lagarde
ceca355d
HDRenderLoop: Do misc refactor for the sky + few optim + write lot of todo
8 年前
Felipe Lira
e7c57392
Merge branch 'scriptablerenderloop-graphicssettings'
8 年前
Evgenii Golubev
4cc31cfe
Implement cookie support for point and spot lights
8 年前
Evgenii Golubev
6ff56821
Implement directional light cookies
8 年前
Julien Ignace
668f9372
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/Material/LayeredLit/Editor/LayeredLitUI.cs
8 年前
Evgenii Golubev
d68924b2
Merge branch 'LightCookies'
8 年前
Evgenii Golubev
586d04f3
Enable two directional light cookie modes
8 年前
Evgenii Golubev
4bf4a5aa
Merge branch 'LightCookies'
8 年前
Evgenii Golubev
f00d20dd
Remove redundant operations
8 年前
GitHub
fe929a4c
Merge pull request #31 from EvgeniiG/master
Add the basic impl. of light cookies
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
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
1b338186
HDRenderLoop: SinglePAss work but Tile is broken...
8 年前
Aras Pranckevicius
ccdd344f
API change: SortOptions -> SortFlags
8 年前
sebastienlagarde
935b09ec
HDRenderLoop: Fix issue with tiled lighting, now working as before the refactor
8 年前
Felipe Lira
53636330
Updated project to use new RenderPipeline lifecycle.
8 年前
vlad-andreev
53587e34
fixed compile error
8 年前
GitHub
3e5093c1
Merge pull request #37 from Unity-Technologies/scriptablerenderloop-graphicssettings
Scriptablerenderloop graphicssettings
8 年前
Sebastien Lagarde
23a7a206
HDRenderLoop: Enable linearLighting and CCT + rename rebuild to build
8 年前
Sebastien Lagarde
7aeff6e3
HDRenderLoop:; Fix mistake with Github, code and C++ not in sync
8 年前
Sebastien Lagarde
521b51c7
HDRenderLoop: Big refactor to preprate for depthOffsetVs
8 年前
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
Sebastien Lagarde
383c4443
HDRenderLoop: Fix issue wih debug param after refactor
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
Sebastien Lagarde
ef03a8a7
HDRenderLoop: Make it compile after merge
8 年前
Sebastien Lagarde
c1813812
HDRenderLoop: Enable forward rendering correctly
8 年前
Sebastien Lagarde
5d839c48
HDRenderLoop: Fix depthVS issue + introduce HDCamera
8 年前
vlad-andreev
0e28d55a
removed RenderPipeline.RenderSceneView()
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
Sebastien Lagarde
d1bf008e
HDRenderLoop: Add distortion pass control + depth offset support
8 年前
Julien Ignace
0ffa139c
Removed some useless tests for SkyManager creation.
8 年前
GitHub
7fa32b4e
Merge pull request #47 from Unity-Technologies/SkyFramework
Skyframework
8 年前
sebastienlagarde
6d50a5af
HDRenderLoop: Enable CCT and LinearLighting
8 年前
sebastienlagarde
d681dbc6
HDRenderLoop: fix issue with pragma disable warning and debugger
8 年前
Julien Ignace
0198ab8f
Added the possibility to choose the update mode of sky environment lighting.
8 年前
Julien Ignace
75e969dc
Hacked in a better PCF for directional light.
8 年前
Julien Ignace
d3f35f1a
- Split shadow setting relevant to the scene from the HDRenderLoop ShadowSettings structure to the CommonSettings component.
- Made sure everything worked fine with multi-editing.
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
Tim Cooper
7c771e53
[srl]Fix scene view rendering of fptl and hd loop
8 年前
Tim Cooper
6efb23b6
[srl]Start porting loops to use new state context.
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
Tim Cooper
d159698d
Add code to the loops to clear the intermediate renderers generated by the loop.
8 年前
Tim Cooper
5ce376fd
Moving to interfaced based SRL for better abstraction from Unity core
8 年前
Tim Cooper
1144884f
Merge remote-tracking branch 'origin/master' into refactorentrypoint
Conflicts:
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.cs
8 年前
Tim Cooper
5b39107f
Make changes based on joachims feedback.
-Split Asset / created instance more cleanly.
-Asset provides an RenderLoop instance that can be used for rendering
-Remove data store (implicitly the loop instance now)
8 年前
Tim Cooper
2a19f5f7
Remove camera provider (pass from C++ again) + update loops to match new unity side code.
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
Chman
9e250d76
Added a quick & dirty post-processing stack for artists until the big one is ready
8 年前
sebastienlagarde
886b32ec
HDRenderPipeline: update unlit shader
8 年前
Aras Pranckevicius
c089a76e
Fallback to forward-only rendering when scene view is in wireframe mode
8 年前
sebastienlagarde
0646b112
Merge remote-tracking branch 'refs/remotes/origin/master' into Changed-transparent-opaque-Unlit-pass
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
8 年前
sebastienlagarde
b354ea14
HDrenderPipeline: move call of UpdateSkyEnvironment
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
Tim Cooper
aa75277c
[refactoring] HDLoop to do nice allocate / deallocate based on instantiation of loop instances.
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
Evgenii Golubev
2bfdeef3
Output diffuse lighting into a separate render target
8 年前
Evgenii Golubev
8b521e10
Merge branch 'master' into SSSSS
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
Sebastien Lagarde
6c05ce51
HDRenderPipeline: Fix compil issue + discrepencey forward deferred
8 年前
Evgenii Golubev
21be7561
Merge branch 'master' into SSSSS
8 年前
Evgenii Golubev
738befc5
Make a copy of the stencil buffer
8 年前
Evgenii Golubev
aa6bf886
Implement the initial version of the SSS algorithm
8 年前
Tim Cooper
d4271c8c
Merge remote-tracking branch 'origin/master' into preview-cameras
8 年前
Evgenii Golubev
0d58fd17
Use bilinear filtering for all textures
8 年前
Evgenii Golubev
3e4a07ec
Rename '_FilterWidth' to '_FilterRadius'
8 年前
Tim Cooper
32acc565
[hdloop]Add sky asset + common settings asset.
8 年前
Evgenii Golubev
df6d69e8
Implement the initial version of custom SSS filters
8 年前
Evgenii Golubev
ae7b5723
Tweak the bilateral scale
8 年前
Julien Ignace
3a51e665
Start of new small framework for debugging stuff in HDRenderPipeline. Used it for shadow map visualization.
8 年前
Chman
f8c4dad7
Find serialized properties using an expression instead of a string (safer and won't break on refactor)
8 年前
sebastienlagarde
810afcf1
HDRenderPipeline: Update layered material
8 年前
Evgenii Golubev
48b18910
Improve the quality of importance sampling
8 年前
Evgenii Golubev
e4af7f76
Improve bilateral weighting
8 年前
Evgenii Golubev
1014d65e
Improve bilateral weighting and alpha blending
8 年前
Evgenii Golubev
27059d4f
Use standard deviation instead of variance as it is more intuitive
8 年前
Evgenii Golubev
93d62bbb
Use point sampling to avoid filtering across depth discontinuities
8 年前
Tim Cooper
d6293d68
[SRP]Fix changed API
8 年前
Tim Cooper
154f98dd
Merge remote-tracking branch 'origin/preview-cameras'
8 年前
Tim Cooper
8f13ba4e
Fix merge issues
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
sebastienlagarde
ada64deb
HDRenderPipeline: Add tiling paramater for layered
8 年前
Tim Cooper
136a6bd0
Fixing assets.
8 年前
Tim Cooper
d69bfb33
restore local post fx (remove global)
8 年前
Tim Cooper
b999f813
fix formatting
8 年前
runes
ccfbd936
Added UNITY_EDITOR #if's to fix ps4 build
8 年前
Tim Cooper
a529e88b
Add common / sky settings to HD Inspector
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
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
sebastienlagarde
849021c0
HDRenderPipeline: Move menu item from RenderPipeline to HDRenderPipeline menu
8 年前
Evgenii Golubev
ac23a82e
Merge branch 'master' into SSSSS
8 年前
Evgenii Golubev
f2bef29c
Add blending support for the tessellation shader
8 年前
sebastienlagarde
13b60abb
HDRenderPipeline: Update default config so it display correctly
8 年前
Evgenii Golubev
0ca79425
Merge branch 'SSSSS'
8 年前
Evgenii Golubev
60731810
Make improvements based on feedback
8 年前
sebastienlagarde
8db38bc1
HDRenderPipeline: Fix issue with debug view mode not render at all after merge of loop refactor
8 年前
Julien Ignace
df95d960
Merge branch 'master' into Branch_DebugShadows
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
# Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
# Assets/ScriptableRenderLoop/RenderPasses/ShadowRenderPass.cs
8 年前
Julien Ignace
e851ea7f
Fixed Debug GUI and "Enable shadow" parameters.
8 年前
sebastienlagarde
0470b640
HDRenderPipeline: Fix issue with debug view mode
8 年前
Evgenii Golubev
517ba2ae
Create an asset for the SSS UI
8 年前
Julien Ignace
9410e16d
Merge branch 'master' into Branch_DebugShadows
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
8 年前
Julien Ignace
fe794f54
- Fixed shadow map debug max slider value with the correct number of visible shadows
- Fixed the shadow debug display shader to use the full screen quad GetVertexPosition method.
8 年前
Evgenii Golubev
f43fbd7c
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Julien Ignace
aab6d427
- Fixed last directional cascade to not be fully shadowed.
- Renamed Shadow Debug to Lightinig Debug and added GUI for Diffuse/Specular lighting debug.
8 年前
Evgenii Golubev
62b97260
Improve naming
8 年前
Julien Ignace
62fe15a4
Refactored current debug structures to be consistent with how Shadow Debug worked and correctly split Settings and Debug Parameters
8 年前
Evgenii Golubev
20a45ba0
Use per-pixel SSS radius scale
8 年前
Evgenii Golubev
b3db0917
Allow for multiple SSS profiles
8 年前
Evgenii Golubev
3c0d55d7
Disable blending during the first SSS pass
8 年前
Julien Ignace
506c1212
Merge branch 'master' into Branch_DebugShadows
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
8 年前
Evgenii Golubev
fb6b5b98
Replace 'new' with 'CreateInstance'
8 年前
Evgenii Golubev
be01c5e2
Perform proper bilateral filtering
8 年前
Julien Ignace
81caf93b
Added back the "ref" modifiers to DrawRenderer APIs (needs C++ too)
8 年前
Julien Ignace
0da32ed1
Merge branch 'master' into Branch_DebugLighting
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
# Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
8 年前
Evgenii Golubev
00ba8344
Remove the bilateral scale and store RGB (1 / (2 * WeightedVariance))
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
Julien Ignace
d967a950
Made a copy of the depth buffer after all opaque so that it can be read during the transparent pass.
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
GitHub
055563fb
Merge pull request #144 from Unity-Technologies/Branch_CopyDepthPostOpaque
Made a copy of the depth buffer after all opaque so that it can be read during the transparent pass.
8 年前
Robert Cupisz
bc3905d5
Directional shadow near plane offset was the last dir shadow setting left in quality settings. Reunite with friends.
8 年前
Evgenii Golubev
e5974544
Factor out 'halfRcpVariance'
8 年前
Evgenii Golubev
fb05108b
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Evgenii Golubev
750eb7b3
Improve SSS parameter caching
8 年前
Evgenii Golubev
02b8a18b
Implement SSS transmittance for punctual and directional lights
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
uygar
c8a27740
Merge branch 'master' into shadows
8 年前
Evgenii Golubev
ff92221a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
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
Evgenii Golubev
92b18150
Add thickness scale to the profile information
8 年前
Evgenii Golubev
967eec25
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
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
13c21d32
Rename "transmittance" to "transmission" where applicable
8 年前
uygar
77102a68
Merge branch 'master' into shadows
8 年前
sebastienlagarde
88adb5fc
HDRenderPipeline: Minor reformat
8 年前
sebastienlagarde
dede83da
HDRednerPipeline: Fix issue with sky + do HDR capture of reflection probe
- sky is now cull correctly
8 年前
sebastienlagarde
86828cff
Merge remote-tracking branch 'origin/master'
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
8 年前
sebastienlagarde
70e640d7
Merge remote-tracking branch 'refs/remotes/origin/master' into HDR-capture-for-reflection-probe
8 年前
Evgenii Golubev
fb5cc01d
Implement the min-max slider for thickness
8 年前
Evgenii Golubev
a5c5f339
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Evgenii Golubev
c74a3040
Rename 'ThicknessMap' to 'ThicknessRemap' to avoid confusion
8 年前
Evgenii Golubev
b764b1b3
Implement efficient depth linearization for oblique view frustums
8 年前
Evgenii Golubev
aee19128
Remove 'positionCS' from 'PositionInputs'
8 年前
Julien Ignace
6f47c87f
Moved SSS settings to HDRenderPipeline asset (because it's an engine settings, not per scene).
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
Evgenii Golubev
9470df9a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
GitHub
5cb0e855
Merge pull request #173 from Unity-Technologies/Branch_CopyDepthTexture
Branch copydepthtexture
8 年前
Julien Ignace
455c2c85
Fixed a bug with depth buffer not being properly created when switching scenes.
8 年前
Julien Ignace
d11b8e6e
Added an option in Lighting debug to display the sky reflection probe cubemap.
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
17a9cbd9
Added a lighting debug mode to visualize Cascaded shadow splits.
8 年前
Evgenii Golubev
d75bcfa1
Implement 3 texturing modes for SSS
8 年前
Evgenii Golubev
b845978c
Fix a copy-paste error
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
Torbjorn Laedre
4a41f355
SRP PostProcess renaming.
8 年前
Evgenii Golubev
1cbcdabc
Turn SSS profiles into assets
8 年前
Evgenii Golubev
8add767a
Turn SSS profiles into assets (2)
8 年前
Evgenii Golubev
92012aec
Fix serialization issues
8 年前
Evgenii Golubev
589e1b1d
Remove the getter of SubsurfaceScatteringSettings
8 年前
GitHub
05d5c60c
Merge pull request #190 from EvgeniiG/master
Specify SSS profiles as assets in the material UI
8 年前
Torbjorn Laedre
8ff47ffa
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
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
uygar
3043024a
First step in removing the old shadow system. Stubbed out the old system in HDRenderloop.
8 年前
Evgenii Golubev
ced19359
Make the SSS texturing mode a profile-local property
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
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
5702f00d
Added proper error messages for "ExportSkyToTexture" to the method.
8 年前
uygar
8db09493
Merge branch 'master' into shadows
8 年前
Evgenii Golubev
85a5ac90
Enable SSS in the player
8 年前
Julien Ignace
0682d57b
- Implemented first debug menu items (bool and float) in the player
- Implemented inputs for changing active menu item and modifying them.
8 年前
Evgenii Golubev
9eb00477
Add transmission tint color
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
uygar
d82162c7
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into shadows
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
sebastienlagarde
16f5c698
HDRenderPipeline: Add missing name for counter
8 年前
Julien Ignace
c31d6106
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_DebugMenu
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs
# Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.asset
8 年前
Julien Ignace
5708842d
Fixed compilation after merge and small menu layout mistake.
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
Chman
2539fceb
Removed temporary post-processing effects
8 年前
sebastienlagarde
314924b2
HDRenderPipeline: Fix issue with SSS + add test scene
8 年前
GitHub
05b08a59
Merge pull request #239 from Unity-Technologies/Branch_DebugMenu
Branch debugmenu
8 年前
Chman
3f710860
PostProcessing integration
Currently missing opaque-only effects, should be an easy addition
8 年前
Chman
c814cbc2
Small naming refactor
8 年前
GitHub
0f1a3e92
Merge pull request #240 from Unity-Technologies/postfx
Post-processing stack v2 integration
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
506f89be
Bugfix PreIntegratedFGD is now initialized even if there is no active camera on init.
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
Sebastien Lagarde
b8eb29db
HDRenderPipeline: Fixing end of line with LF
8 年前
Evgenii Golubev
8ced0098
Partially fix broken sky lighting on scene reload
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
162d8e01
Disney SSS WIP
8 年前
sebastienlagarde
8aa908b7
HDRenderPipeline: Add thin material option + Fix issue with transmission and shadow
- Add a thin material option on SSS profile
- Shadow was not working anymore with transmission due to merge conflict
with shadow branch
- Done a pass of format on file in Lit directory
- Share constant for number of profile between c#a and hlsl
8 年前
Evgenii Golubev
1a787e97
Improve the quality of bilateral weighting
8 年前
sebastienlagarde
46417646
HDRednerPipeline: Update transmission test + clean code
- Rename Thin Material in Thin objects
- Merge enable transmission and enable thin material in transmission
type
- re-add human head
- fix thin transmission test scene
8 年前
Evgenii Golubev
17647325
Multiply transmittance by the surface albedo
8 年前
sebastienlagarde
17fe6711
HDRenderPipeline: Add default material for HDRenderPipeline
8 年前
sebastienlagarde
81dd6661
HDRenderPipeline: Fix SSS display with diffuse only display mode
8 年前
sebastienlagarde
dd356d49
HDRenderPipeline: Add support for defaultShader
8 年前
sebastienlagarde
36fbd6cc
HDRenderPipeline: Relink enable shadow option + add test shadow scene
8 年前
Evgenii Golubev
e146d124
Add the world scale to the SSS pass
8 年前
sebastienlagarde
dc6d3e84
HDRenderPipeline: Re-enable shadow atlas visualization + some clean
8 年前
Evgenii Golubev
9c98dd63
Move the world scale into the SSS pass
8 年前
Sebastien Lagarde
89a7c17b
Clenaup of folders, renaming and warning fix (see details in description)
- Rename "Common" folder "Core" folder
- Move fptl specific code from common to fptl (skyhelper, shaderbase.h)
- Move hdrp specific code from common to hdrp (resource
blitcubemap.shader)
- Remove "tutorial" on basicRenderPipeline folder name
- Update path name in shader for shadow include
- Fix misc warning in shaders
8 年前
Julien Ignace
8c46a6ee
Fixed default materials for UI/Line etc.
8 年前
Keijiro Takahashi
2a5a3d5c
Added SSAO implementation preliminary.
8 年前
Keijiro Takahashi
705fd129
Moved SSAO settings into CommonSettings.
8 年前
Keijiro Takahashi
925e0fdd
Null check before using CommonSettings
8 年前
Keijiro Takahashi
b88fea8f
Changed directory structure.
8 年前
Keijiro Takahashi
6ee4ca5a
Renamed some classes.
8 年前
Keijiro Takahashi
9ab50093
Moved SSAO after depth copying.
8 年前
Keijiro Takahashi
bbf78b3f
Added null checks.
8 年前
sebastienlagarde
6d899dd0
HDRenderPipeline: Rename HDRenderPipeline to HDRenderPipelineAsset and split in dedicated file
- Rename HDRenderPipeline to HDRenderPipelineAsset
- Move new renamed class in its own file
- Rename HDRenderPipelineInstance to HDRenderPipeline
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
b088bb9a
HDRenderPipeline: Moive all shaders/compute into resources asset
+ fix an issue with building player with debug menu
8 年前
sebastienlagarde
27f03e37
HDRenderPipeline: More update for moving shaders
8 年前
Sebastien Lagarde
dee59c09
Merge branch 'master' into ssao-test
8 年前
sebastienlagarde
87ec1c17
HDRenderPipeline: m_LightLoop is always existing, no need to test for null in HDRenderPipeline.cs
8 年前
Sebastien Lagarde
36142eb8
HDRenderPipeline: Update SSAO effect
8 年前
Sebastien Lagarde
9fc86a1e
HDRenderPipeline: Update SSAO settings
8 年前
Keijiro Takahashi
b9613a40
An attempt at fixing issues.
- Changed to use the standard full-screen triangle drawing function instead of
one in the post processing utilities.
- Apply _Downsample at some points in the shader. Not it works.
- Small tweaks.
8 年前
sebastienlagarde
fc60f6b5
HDRenderPipeline: Remove AO settings from lightloop
8 年前
sebastienlagarde
3ccea10f
Merge branch 'master' into ssao-test
8 年前
Evgenii Golubev
85e3c31c
Merge branch 'disney_sss'
8 年前
sebastienlagarde
a711b9ee
HDRenderPipeline: Also split tangent
8 年前
GitHub
836d2674
Merge pull request #277 from EvgeniiG/master
Implement the initial version of Disney SSS
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
bc69fad2
HDRenderPipeline: Change material framework
All material (Lit, Unlit) now derive from a base class:
RenderPipelineMaterial
previously namespace was use to material name, now it is a regular class
It allow to add more easily new material or replace current one
HDRenderPipeline with introspection will execute all material method
from found RenderPipelineMaterial
The unique deferred material that we suppose is still a special case as
several code depends on it
8 年前
Sebastien Lagarde
0c9cfa60
HDRenderPipeline: Fix small issue with Assert trigger when it shouldn't
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
Evgenii Golubev
01f7c4f9
Revert back to wrapped diffuse for the transmission angular dependency
8 年前
Sebastien Lagarde
0377308a
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-material-framework
8 年前
GitHub
db3ff271
Merge pull request #285 from Unity-Technologies/Branch_CommonSettingCleanup
Branch commonsettingcleanup
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
Evgenii Golubev
f1785861
Use a separate shape parameter for transmission
8 年前
GitHub
6c04469e
Merge pull request #287 from EvgeniiG/master
Replace wrapped lighting with Fresnel
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
Keijiro Takahashi
bd54b010
[SSAO] General refactoring
- Use R8 or RHalf for the AO buffer.
- Use globally bound texture ID (_MainDepthTexture).
- Reuse a command buffer between frames to avoid GC memory allocation.
- Use Hammersley2D (in ShaderLibrary) for hemispherical sampling.
- Use ComputeViewSapcePosition to reconstruct view position from depth.
- Remove unused variables.
8 年前
GitHub
fb10c3b0
Merge pull request #292 from Unity-Technologies/Branch_DebugMenu2
Branch debugmenu2
8 年前
Evgenii Golubev
d238793c
Add the old SSS model back
8 年前
sebastienlagarde
fd7b61ab
Switch to the single-color SSS parametrization
8 年前
Tim Cooper
acb5e6cb
rename CullingParameters -> ScriptableCullingParameters
8 年前
sebastienlagarde
525f10dd
HDrenderPipeline: Add transmissoin on GI
8 年前
Evgenii Golubev
14475c37
Set world scales for the basic SSS
8 年前
Evgenii Golubev
aab84ed7
Fix the vertical SSS pass
8 年前
Evgenii Golubev
a61d4a42
Fix the issue with selection of the SSS model at runtime
8 年前
sebastienlagarde
9fd195b4
Set world scales for the basic SSS
8 年前
sebastienlagarde
9f8e113e
Fix the vertical SSS pass
8 年前
Thomas Hourdel
dcedff6e
Added motion vectors support; Refactored HDCamera
8 年前
Evgenii Golubev
627000c2
Merge branch 'master'
8 年前
Evgenii Golubev
bb3e5805
Support transmission for the Basic SSS
8 年前
Tim Cooper
8b0f6d4c
use pooling
8 年前
Tim Cooper
696ae193
Fixing memory allocations
8 年前
sebastienlagarde
9b276ecd
HDRenderPipeline: Update SSS comment
8 年前
Thomas Hourdel
4acdd75e
Merge branch 'master' into movecs
8 年前
Evgenii Golubev
2ecf7c3d
Implement world-space tangent plane integration
8 年前
Thomas Hourdel
d6d79ab8
Added a few comments
8 年前
Thomas Hourdel
511c92a2
Comment
8 年前
GitHub
2238da85
Merge pull request #307 from EvgeniiG/upstream
Implement tangent plane SSS
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
8ad719be
HDRenderPipeline: Add AdditionalCameraData to have choice of rendering path
8 年前
Evgenii Golubev
5570c647
Merge branch 'master'
8 年前
Evgenii Golubev
8be8c50b
Fix tangent space SSS integration
8 年前
Evgenii Golubev
d8386bd4
Address the PR feedback
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
bd246e69
Clean up redundant calls & allocations
8 年前
GitHub
ed08e957
Fix frustum culling of tessellated geometry
8 年前
sebastienlagarde
3cfcd772
HDRenderPipeline: Fix compil after Postprocess update (moving out of experimental namespace)
8 年前
sebastienlagarde
0f0fe524
HDRenderPipeline: Remove specific command buffer of SSAO
8 年前
runes
deb5f6f3
Fixed flickering SSAO by splitting and submitting HDRP commandbuffer before 'async' jobs
8 年前
Evgenii Golubev
c4d72f2c
Add a stencil copy, fix the deferred CS and enable it by default
8 年前
Thomas Hourdel
db994ece
Added support for jittered projection matrix; Fixed motion vectors
7 年前
Evgenii Golubev
2c8fcff2
Output HTile via a pixel shader
7 年前
Evgenii Golubev
7894e720
Rename SSS stuff for simplicity and consistency
7 年前
Evgenii Golubev
f30f49e7
Port SSS to compute WIP
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
GitHub
57ab30c0
Merge pull request #339 from Unity-Technologies/taa
Jittered Projection; Temporal Anti-aliasing support; Movecs fixes
7 年前
Thomas Hourdel
efcdad03
Fixed motion vectors and camera relative rendering
7 年前
Evgenii Golubev
62076a23
Merge branch 'master'
7 年前
Evgenii Golubev
98cec915
Port SSS to compute with an LDS texture cache
7 年前
Evgenii Golubev
41ed2b47
Remove the Disney model from the pixel shader
7 年前
Evgenii Golubev
f3d8504d
Add the SSS profiling scene
7 年前
Evgenii Golubev
49e51a0f
Fix the UAV issues on PS4
7 年前
Julien Ignace
292b0868
Moved tile debug modes into debug settings (and debug menu).
7 年前
Thomas Hourdel
a512c881
Added a fullscreen debug view for motion vectors
And it looks like camera motion vectors are mirrored...
7 年前
Julien Ignace
93186c84
Fixed GBuffer full screen debug pass to use DrawFullScreen instead of blit (blit would not work on PS4 with a shader that use only vertexIDs as input).
7 年前
Thomas Hourdel
c4976158
Added a NaN/Inf tracker to the debug modes
7 年前
GitHub
fc525a52
Merge pull request #344 from Unity-Technologies/movecs-debugview
Added a fullscreen debug view for motion vectors
7 年前
GitHub
a5a09659
Merge pull request #345 from Unity-Technologies/nan-debugviews
Added a NaN/Inf tracker to the debug modes
7 年前
Evgenii Golubev
a04a82ab
Merge branch 'master'
7 年前
GitHub
a8c5d6d8
Merge pull request #351 from Unity-Technologies/Branch_FixGBufferDebugPS4
Fixed GBuffer full screen debug pass to use DrawFullScreen instead of blit (blit would not work on PS4 with a shader that use only vertexIDs as input).
7 年前
Evgenii Golubev
860587d6
Perform the stencil test during the MaterialFeatureFlag generation
7 年前
GitHub
36fc976c
Merge pull request #353 from EvgeniiG/fix_mat_class_fwd
Perform the stencil test during the MaterialFeatureFlag generation
7 年前
Julien Ignace
5a6b2e9c
Various fix for debug modes:
- Debug Diffuse Lighting albedo override now works correctly for SSS materials.
- GBuffer debug now only shows GBuffer enabled material (no more forward only materials)
- Changed previous fix of PS4 crash in ShaderPassForward (it caused debug lighting for transparent objects to break).
7 年前
Evgenii Golubev
09de458a
Make sure the stencil buffer is copied for the shader feature classification pass
7 年前
sebastienlagarde
edcb2bf5
More ShaderIds convertion
7 年前
GitHub
36dc2912
Merge pull request #355 from Unity-Technologies/Precompute-ShaderIds
Precompute shaderids
7 年前
Julien Ignace
cfe40176
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_DebugViewFixes
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForward.hlsl
7 年前
Arnaud Carre
048901c2
adding profiling to C# scriptable loop code
7 年前
Arnaud Carre
1a62e64c
dummy change to tets commit
7 年前
Evgenii Golubev
9b33356f
Fix Disney SSS for Intel GPUs
7 年前
Evgenii Golubev
2a4e6b99
Switch transmission units of Jimenez SSS to millimeters
7 年前
sebastienlagarde
1a15899e
HDRenderPipeline: few minor cleanup comment
7 年前
Peter Bay Bastian
d969dce9
Update to work with graphics/srp/prepare-filtering
7 年前
Julien Ignace
f9fe42af
Split FullScreenDebugMode in the debug menu between Lighting and Rendering panels
7 年前
Evgenii Golubev
824c6f37
Add a null VolumetricLighting shader
7 年前
Evgenii Golubev
ad1c0846
Ray marching WIP
7 年前
Peter Bay Bastian
a4ea9ff8
Merge branch 'master' into prepare-filtering
# Conflicts:
# Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs
7 年前
Evgenii Golubev
adcfcfd6
Implement a very basic ray marcher for homogeneous volumes
7 年前
Tim Cooper
994119c6
Add showing invalid materials to HDpipe
7 年前
Evgenii Golubev
2cba6a27
Add support for volumetric shadowing and spot lights
7 年前
Evgenii Golubev
6e212a8c
Add a random offset to the ray marching algorithm
7 年前
Evgenii Golubev
7c8fbd71
Improve fog parametrization (+optimize)
Mean free path is now achromatic. All 4 scalar parameters can now be packed into a [0, 1] sRGB texture.
"Asymmetry" has been renamed to "anisotropy" in the UI (which is a more familiar term for artists).
7 年前
GitHub
34abb246
Merge pull request #384 from EvgeniiG/volumetrics
Merge volumetrics code (WIP)
7 年前
Evgenii Golubev
a14273a0
Factor out volumetric lighting code
7 年前
Arnaud Carre
35f03480
added CullingTest1 scene
7 年前
Julien Ignace
d4b9dd15
Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting.
7 年前
Arnaud Carre
3787c4e6
[culling] added sample scene & C# script to test the new "splited" culling code
7 年前
Julien Ignace
49dab125
Removed Arnaud's branch specific code.
7 年前
Julien Ignace
9e3a6300
Fixed directional shadow for transparent shaders by adding the right defines.
7 年前
Julien Ignace
5c499a91
Fixed Deferred shadows for forward opaque by using GetTemporaryRT (to pass automatically the texture to pixel shaders)
7 年前
Peter Andreasen
42abb1bd
Local changes in p4 since last
7 年前
sebastienlagarde
7934dae3
HDRenderPipeline: Refactor shader pass code + fix issue with error detection in editor
This PR clean the error code detection of legacy shader that was drawing
in every pass
It fix an issue with Prepass that was not always correctly handled with
forward only
It clean the code to avoid redundant call of forward pass
It reduce memory allocation by precomputing shader pass name
7 年前
sebastienlagarde
8cd88913
HDRenderPipeline: Remove baked lighting configuration when rendering error
7 年前
sebastienlagarde
1a895aa3
Update after feedback, minor refactor
7 年前
Peter Andreasen
c62bfeca
Merged with master
7 年前
sebastienlagarde
d9e257bc
HDRenderPipeline: Disable debug mode in reflection view
7 年前
sebastienlagarde
956e0bf3
HDRenderPipeline: Fix typo in code to update sky when not rendering a cubemap
7 年前
Julien Ignace
60566108
Properly implemented Depth pre-pass in HDRP for Alpha tested geometry (do pre-pass with clip in the shader and then main pass without to avoid bypassing HiZ on GCN hardware)
7 年前
Julien Ignace
9314e011
Added the possibility to do alpha test only depth prepass in deferred.
7 年前
Julien Ignace
ce27bfcb
- Added possibility to add "Runtime Only" debug items to the debug window.
- Exposed HDRP parameters for GPU Lighting and prepass to the runtime debug window.
7 年前
Peter Andreasen
867c8236
Merge remote-tracking branch 'origin/master' into sample_game
7 年前
sebastienlagarde
938357d4
HDRenderPipeline: Avoid divide by zero in shader + fix typo
7 年前
Julien Ignace
bc57fd4a
Small fixes based on PR feedback
7 年前
sebastienlagarde
771c8d04
Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Unity-2017.3
7 年前
sebastienlagarde
cdd59e19
HDRenderPipeline: Split opaque and opaque alpha tested prepass
7 年前
sebastienlagarde
77e60645
HDRenderPipeline: Draft with temporary code for testing performance
7 年前
sebastienlagarde
577e2bef
HDRenderPipeline: Remove useless code as RenderQueue system already handle it
7 年前
Julien Ignace
920bc9cb
Moved the Depth Buffer copy at the right place when in forward (it was done too late, resulting in various bias problem in shadows/ssao)
7 年前
Julien Ignace
293ed886
Forgot to remove useless Depth Buffer copy
7 年前
Julien Ignace
674d0efe
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into culling
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
7 年前
sebastienlagarde
5a6d78c4
Update project from sratch
7 年前
sebastienlagarde
cd5fd6d3
merge latest 2017.3
7 年前
sebastienlagarde
66a7d8bd
update
7 年前
Thomas
2cdd3c12
Moved most of HDRP utilities to Core
7 年前
Sebastien Lagarde
78609ffc
Merge branch 'Unity-2017.3' into YibingProject
7 年前
sebastienlagarde
2727603e
HDRenderPipeline: Create Camera directory and move HDCamera so a separte file
7 年前
Frédéric Vauchelles
90b2eb1e
Added refraction, roughness refraction and transparency absorption
7 年前
Thomas
895c04b2
Improved ProfilingSample API
7 年前
Sebastien Lagarde
81143750
Update code
7 年前
Frédéric Vauchelles
ec4b0369
Added a utility to copy channels in a compute shader
7 年前
Frédéric Vauchelles
690a1a14
Added copy utility
7 年前
GitHub
58da4099
Merge pull request #442 from Unity-Technologies/feature/transparency
Feature/transparency
7 年前
Frédéric Vauchelles
275d1f0a
Added utility to copy channels from textures with compute buffer (generate C# and compute shader)
7 年前
sebastienlagarde
a2f9aa81
HDRenderPipeline: Fix Rough refraction PR after merge with ProfilingSample refactor
7 年前
Thomas
076b0d65
Cleaned up unused usings
7 年前
Thomas
a682d870
Fixed code conventions
7 年前
Thomas
94953ff8
Enables `RenderForwardError` in editor and development builds
7 年前
GitHub
a1e127a4
Merge pull request #447 from Unity-Technologies/feature/transparency
Feature/transparency
7 年前
Thomas
43e595f8
Missed a spot
7 年前
Thomas
5ccae08c
Merge branch 'Unity-2017.3' into refactor-episode-2
7 年前
sebastienlagarde
a40f87a0
Clean/update for distortion + add a transparent depth prepass
- Rename All ForwardDisplayDebug to ForwardDebugDisplay
- Clean/factor code for distortion and SetEnablePass
- Add support for a RenderTransparentDepthPrepass (can be use for hair)
- Distortion pass is now consider as always a separate pass (no MRT
during particles rendering)
7 年前
Thomas
639c3a54
Code conventions
7 年前
Peter Andreasen
2ef7d649
merged with master
7 年前
Thomas
dd931f16
More cleanup / formatting / conventions; removed a few warnings
7 年前
Thomas
e932b818
GC fix (96B)
7 年前
Thomas
d31bb3b1
GC fix (36B)
7 年前
Thomas
4a7306d9
GC fix (36B)
7 年前
Thomas
0b10abd1
Reverted a change that introduced some garbage
7 年前
Thomas
4549b888
GC fix (120B)
7 年前
Thomas
30219850
GC fix (160B)
7 年前
Thomas
be45204b
GC fix (112B)
7 年前
Thomas
9582c28d
Moved back GetRenderPipelineMaterialList to HDUtils as it's HDRP specific
7 年前
sebastienlagarde
0e87ca3f
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Distortion-cleanup-and-transparent-depth-pass
7 年前
Thomas
3d4686f1
Full SSS refactor
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
Frédéric Vauchelles
448737fc
Prototype for distorstion
7 年前
Frédéric Vauchelles
e9e9db20
Don't reject distortion on z when applying
7 年前
Frédéric Vauchelles
315455b3
(wip) distortion rejection with stencil buffer
7 年前
Frédéric Vauchelles
e533651d
Added a nullify option for distortion, based on stencil buffer usage
7 年前
Thomas
3a53b044
MSVO integration
Don't forget to update the postfx submodule!
7 年前
Frédéric Vauchelles
acca5c71
Use a multiply blend mode instead of stencil to control distortion
7 年前
Frédéric Vauchelles
ba8dc625
(wip) Use depth to discard pixels in front of distortion object
7 年前
Frédéric Vauchelles
9bf881d7
Write depth in distortion pass and ztest to discard pixel in front of distorted object
7 年前
Frédéric Vauchelles
c38d4aba
Use a distortion mask to discard pixels instead of depth
7 年前
Frédéric Vauchelles
7d4ce9e6
Use CeilToInt to process texture borders when its size is not a power of 8
7 年前
Frédéric Vauchelles
e8af5b56
Removed useless code
7 年前
Frédéric Vauchelles
396f2c8c
Removed unused code
7 年前
Sebastien Lagarde
6dd42b8c
Update forward only mechanism
Before we have ForwardOpaqueOnly and ForwardOpaqueDepthOnly and they
were required to be both present at the same time in sahder with regular
pass. Now pass are exclusive:
Guidelines: In deferred by default there is no opaque in forward.
However it is possible to force an opaque material to render in
forward
by using the pass "ForwardOnly". In this case the .shader should
not have "Forward" but only a "ForwardOnly" pass.
It must also have a
"DepthForwardOnly" and no "DepthOnly" pass as forward material (either
deferred or forward only rendering) have always a depth pass.
7 年前
Thomas
83fb54f8
Merge branch 'Unity-2017.3' into msvo
7 年前
Thomas
14bce4b3
Added support for direct lighting strength to MSVO
7 年前
Peter Andreasen
e2332032
Merge remote-tracking branch 'origin/master' into sample_game
7 年前
Sebastien Lagarde
87019308
Remove old SSAO code
- Remove old SSAO
- SSAO now work with forward (as only require depth buffer)
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
Frédéric Vauchelles
722dee63
(wip) Prepass for transparent
7 年前
Frédéric Vauchelles
4ea18fae
Disable refraction for pre-transparents
7 年前
Frédéric Vauchelles
bb7f87de
Added debug display for pyramids
7 年前
Frédéric Vauchelles
1e32285e
Renamed PreTransparent to PreRefraction
7 年前
Frédéric Vauchelles
275b1a41
Added entry for last render queue
7 年前
Frédéric Vauchelles
54f15320
Cache string for pass names
7 年前
Frédéric Vauchelles
147b2531
Updated render queue definition
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
Robert Srinivasiah
1cae2f94
Add master stereo disable switch to HDRP
7 年前
Robert Srinivasiah
27b4f37f
WIP of RT prototype
Not done yet
7 年前
Tim Cooper
3af1cbbf
fix up HD to work with latests graphics/srp
7 年前
Paul Melamed
0be6b369
started the decal branch
7 年前
Paul Melamed
982555b5
beginning work on decal shader
7 年前
Paul Melamed
650a7ab4
debugging projecting a decal onto geometry
7 年前
Paul Melamed
c4761310
color map and normal maps working for decals
7 年前
Paul Melamed
d9d7b2cb
refactor to address all comments by Sebastien in slack conversation.
7 年前
Sebastien Lagarde
a4fddf9c
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into YibingProject
7 年前
Evgenii Golubev
c7cb0506
Add a copy-free fast path for the Disney SSS
7 年前
sebastienlagarde
92c9a705
Fix SSS issue in forward
7 年前
Evgenii Golubev
a5a2abf8
Optimize Disney SSS using the tagged irradiance buffer
7 年前
GitHub
b6cf8abe
Merge pull request #549 from Unity-Technologies/Unity-2017.3
Unity 2017.3
7 年前
Evgenii Golubev
2be2153d
Move the volumetric lighting code to another branch
7 年前
GitHub
1886d3d6
Merge pull request #555 from Unity-Technologies/Unity-2017.3
Unity 2017.3
7 年前
Evgenii Golubev
c212b126
Clean up the volumetric lighting code
7 年前
sebastienlagarde
a1929730
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into YibingProject
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Material/Character.meta
# Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/ComplexMaterial/Textures.meta
# Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0xxx.meta
7 年前
Sebastien Lagarde
555c387b
HDRenderPipeline: Move CPU light gathering ahead to prepare for shadowmask
7 年前
GitHub
64affbce
Merge pull request #559 from Unity-Technologies/Unity-2017.3
Unity 2017 3
7 年前
Sebastien Lagarde
69f19bc0
HDRenderPipeline: Add support of shadow mask (Disabled in 2017.3) - require C++ change
- Create clearColorAllBlack to have color with alpha channel with 0 for
clear.
- Add shadowmask and occlusion probe sampling functions
- Add various debug feature for shadow mask
- Refactor GBuffer manager
- Add SHADOWS_SHADOWMASK keyword to our various lit and debug shader
- In deferred, SHADOWS_SHADOWMASK add an extra GBuffer
- Create a BakeLightingData that contain bakeDiffuseLighting +
bakeShadowMask
- Update all lightLoop call with this new BakeLightingData struct, pass
it to EvaluateBSDF_XXX function
- Move #pragma multi_compile from .shader to pass that require it
(unsure if this save variant)
7 年前
GitHub
aeb0b914
Merge pull request #565 from Unity-Technologies/Unity-2017.3
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
Thomas
b0d82989
Small but important MSVO fixes
7 年前
sebastienlagarde
ee88aa31
More cleanup
7 年前
GitHub
f940251c
Merge pull request #580 from Unity-Technologies/script_profiling_c#
fix profiling markers for C#
7 年前
sebastienlagarde
52be8b62
More clean, GBuffer and deferredshadow
7 年前
GitHub
26d799fa
Merge branch 'YibingProject' into Unity-2017.3
7 年前
sebastienlagarde
255c6c84
clean sky setup
7 年前
sebastienlagarde
a6d6c29f
HDRenderPipeline: remove camera param
7 年前
Sebastien Lagarde
4b16d92b
Reinit Yibing project
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
382663af
Merge remote-tracking branch 'refs/remotes/origin/master' into cleanup-parameter-setup-compute-code
7 年前
Sebastien Lagarde
994a2c45
HDRenderPipeline: Various clean and reformat of Profile Sampler
7 年前
Evgenii Golubev
adf10ea1
Fix SSS-related integer passing to the shader system
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
e6fca8d2
Fixed crash in editor caused by previoous CL
7 年前
Paul Melamed
d31d3ab4
Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderLoop into prototype/decals
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
7 年前
Paul Melamed
ddee46ec
fix decal rendering in editor
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
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
Evgenii Golubev
bb677806
Implement ray-cone intersection
7 年前
Sebastien Lagarde
61e38068
HDRenderPipeline: Add support for depth postpass and backface/frontface rendering
7 年前
Sebastien Lagarde
f98dfd68
HDRenderPipeline: Fix debug pass for now backface rendering pass and forward only
7 年前
Thomas
f81cb735
Fixed profiler errors
7 年前
sebastienlagarde
eea6961b
HDRenderPipeline: Fix issue with double sided and back face rendering + move transparent prepass to prepass
7 年前
GitHub
3724d5b6
Merge pull request #602 from Unity-Technologies/fix-profiler-error
Fixed profiler errors
7 年前
sebastienlagarde
9b7dcf8f
HDRenderPipeline: indent code correctly
7 年前
sebastienlagarde
55499af1
HDRenderPipeline: Update creation of RenderPipeline asset and resources
It is now easier to create an asset or a resources where we want.
7 年前
sebastienlagarde
61f5b7f5
HDRenderPipeline: Move postprocessRenderContext per camera
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
Frédéric Vauchelles
b3297fb6
[Cubemap] Added BC6H support for ReflectionProbeCache
7 年前
Evgenii Golubev
8ee2d44f
Merge 'master'
7 年前
Robert Srinivasiah
d71a9b3a
Debug option to disable stereo paths
7 年前
Julien Ignace
5a107310
Renamed TilePass to LightLoop
7 年前
Robert Srinivasiah
450bb70b
Fix mismatched option name and debug menu item
Too many local branches -_-
7 年前
Robert Srinivasiah
aae9568f
Generate stereo and forward-rendering state in HDCamera
Stereo is enabled on a per-camera basis, if stereo is generally active and the camera can render to both eyes.
Additionally, the HDCamera itself will start storing the forward-only state as stereo rendering will be forward only for HDRP (for now).
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
Julien Ignace
b8a4b09f
- Fixed simple wireframe mode (shaded wireframe still does not work for now)
- Handled Background color correctly in HDRP
7 年前
Sebastien Lagarde
fd3a0fb2
HDRenderPipeline: Minor correction of k_RenderQueue_Transparent
7 年前
Sebastien Lagarde
2d0640a5
Draft 2
7 年前
Thomas
d9eda761
HDRP integration
7 年前
Thomas
823650a0
Added missing todo
7 年前
sebastienlagarde
b0813df9
Merge remote-tracking branch 'refs/remotes/origin/master' into Support-forward-SSS
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
7 年前
Frédéric Vauchelles
6541de0b
Merge master
7 年前
Peter Andreasen
b6423cf9
merge
7 年前
Sebastien Lagarde
240bc3d1
first compiling version
7 年前
Evgenii Golubev
651c0d2c
Add shadowing to the regular ("thick object") transmission mode
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
sebastienlagarde
b2780d61
Add a subsurface scattering manager to allocate RT
7 年前
sebastienlagarde
fa7475f2
Bind correctly the buffer in forward
7 年前
GitHub
7a242318
Merge pull request #637 from EvgeniiG/master
Add shadowing to the regular ("thick object") transmission mode
7 年前
Julien Ignace
10007208
Porting sky/fog systems to Interpolation volumes.
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
ea2646a5
Merge remote-tracking branch 'origin/master' into xr-hdrp_options
Merge conflicts had to do with moved RenderingDebugSettings and TilePass->LightLoop rename
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
sebastienlagarde
c2788a9b
HDRenderPipeline: rename tileSettings -> lightLoopSettings
7 年前
Julien Ignace
256c35aa
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_SkySettingsVolume
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
7 年前
sebastienlagarde
e523664a
HDRenderPipeline: fix identation in HDRenderPipeline
7 年前
Julien Ignace
7389ca21
Rewrote Sky/fog component with latest Volume APIs after merge.
7 年前
sebastienlagarde
3b719a47
HDRenderPipeline: Fix issue with performance marker
7 年前
Evgenii Golubev
811c0769
Dispatch the SSS CS in 4x swizzled 16x16 groups per a 32x32 macrotile
7 年前
Paul Melamed
68425c93
Merge branch 'master' into prototype/decals
# Conflicts:
# SampleScenes/HDTest/GraphicTest/RealtimeCubemaps.meta
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDStringConstants.cs
# ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
7 年前
Paul Melamed
dd2f4c60
Decals work with master and trunk
7 年前
Paul Melamed
8fd4e73b
fix some empty lines and indentation
7 年前
sebastienlagarde
0af1be7a
HDRenderPipeline: Move Depth postpass to after transparent (solve issue) + add it to lit shader
7 年前
GitHub
ab46a9d8
Merge pull request #650 from EvgeniiG/master
Dispatch the SSS CS in 4x swizzled 16x16 groups per a 32x32 macrotile
7 年前
Evgenii Golubev
81d62eb8
Merge branch 'master'
7 年前
GitHub
d1768cbc
Merge pull request #654 from Unity-Technologies/Add-transparent-depth-postpass-support
HDRenderPipeline: Move Depth postpass to after transparent (solve issue) + add it to lit shader
7 年前
sebastienlagarde
cb7ed0c9
HDRenderPipeline: Move velocity pass to earlier in the frame
7 年前
sebastienlagarde
04b2dec6
Merge remote-tracking branch 'refs/remotes/origin/master' into prototype/decals
7 年前
sebastienlagarde
2f16949c
HDRenderPipeline decals: Addressed PR feedback
7 年前
sebastienlagarde
e1357721
Disable decal for now, (WIP)
7 年前
Julien Ignace
1ce75e59
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_SkySettingsVolume
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
7 年前
Evgenii Golubev
7106bb0a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into volumetrics
7 年前
Julien Ignace
d210135e
- Added HDShadowSettings component for volumes
- Removed all obsolete Scene/CommonSettings code
- Updated HDRP samples scene with new volume sky/fog settings and removed obsolete assets
7 年前
Evgenii Golubev
41170e86
Fix the priority of the volumetric lighting pass
7 年前
sebastienlagarde
4b3eb2ca
Move files to subsurface scattering folder and code to subsurface manager
7 年前
runes
da5e6aa6
Optimized Depth Pyramid Generation with Gather
7 年前
Paul Melamed
1f7d870b
addressed some PR commenst, started adding metal, smoothnes, height to decals.
7 年前
Arnaud Carre
881e0ad2
Refactor to match c++ engine for:
DrawRendererSettings -> DrawSettings
FilterRenderersSettings -> FilterSettings
DrawSortSettings -> SortSettings
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
Paul Melamed
6a91487b
Added CullingGroup API functionality for culling decal objects
7 年前
Evgenii Golubev
c16681df
Merge branch 'master'
7 年前
Robert Srinivasiah
4ca996b7
Initial RenderTextureDescriptor management
Placed in HDCamera for now
Also, plumb the GBuffer code
7 年前
Robert Srinivasiah
37789fec
Hook up DBuffer manager with RenderTextureDescriptor
7 年前
Sebastien Lagarde
1240cc88
Merge remote-tracking branch 'refs/remotes/origin/master' into Clean-SSS-code
7 年前
Robert Srinivasiah
8fea3b39
Add RenderTexture helper methods to HDRenderPipeline
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
Robert Srinivasiah
ca90ec7d
Start using RenderTextureDescriptor (WIP)
We need to add proper color space management first
7 年前
Robert Srinivasiah
26babfa7
Use RenderTextureDescriptor with CreateDepthStencilBuffer
Start using HDCamera.renderTextureDesc in new RenderTexture instances. Does have support for width/height override in order to support HTile allocation.
7 年前
Robert Srinivasiah
8dcec595
Move all RenderTexture creation to RenderTextureDescriptor
7 年前
Sebastien Lagarde
3900be38
Revert various change, as RenderTexture are needed for UAV + fix issue in Jimenez
7 年前
Robert Srinivasiah
4823e8b3
Cleanup some of the Gaussian pyramid gen code
7 年前
Sebastien Lagarde
30b2b456
Add Fresnel term to SSS profile
7 年前
Sebastien Lagarde
0f08d1ce
Move SSS PushGlobalParams code into SSS Manager
7 年前
Robert Srinivasiah
bb14bba1
Add size overrides to CreateTemporaryRT
7 年前
sebastienlagarde
f41dc2ff
HDRenderPipeline: adress PR feedback
7 年前
Robert Srinivasiah
f6e2cf38
Use RenderTextureDescriptor as argument, not HDCamera
Instead of passing around HDCamera, and fetching the RenderTextureDescriptor, we'll just pass the 'base' RenderTextureDescriptor, along with the fields we want to override.
The reason we pass in the list of overrides, instead of just modifying the descriptor is to keep a consistent appearance with the original API calls (e.g. GetTemporaryRT). Additionally, we really want the base descriptor to contain the dimensions of the target, which will be consistent. The changing parameters, such as depth buffer bits and color format, which should vary between RT creations.
7 年前
sebastienlagarde
a8480a83
First draft
7 年前
Robert Srinivasiah
47d0cf6e
Move temp RT to CoreUtils
7 年前
Sebastien Lagarde
b8b6dd9b
Push second draft
7 年前
sebastienlagarde
1dc58532
Add global/local/debug system (Working version)
7 年前
sebastienlagarde
feabd543
another round of change
7 年前
sebastienlagarde
cf6142d2
Another no compiling draft
7 年前
sebastienlagarde
db2bdfc0
More dfraft
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
Evgenii Golubev
7779e807
Merge branch 'master'
7 年前
Sebastien Lagarde
13eb066f
Fixed various issue and follow the deisng done with Julien. Working version
7 年前
Sebastien Lagarde
9bf2a15f
Add a static function to register framesettings to debug windows
7 年前
Sebastien Lagarde
d657b39c
Add support of transparent depth prepass
- and fix an issue with transparent post pass not display
- fix an issue with post pass and tessellation
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
sebastienlagarde
f3665ff6
Remove code for Motion vectors in GBuffer as it don't fit our need (and don't work)
- Remove ShaderConfig.s_VelocityInGbuffer
- Remove all code for velocity in GBuffer
- added enableObjectMotionVectors in FrameSettings
- Update unity_MotionVectorsParams.y (ForceNoMotion) usage
7 年前
sebastienlagarde
519339f6
Rename to serializedFrameSettings
- rename framesettings to serializedFrameSettings
- rename m_DefaultActiveFrameSettings m_FrameSettings
7 年前
sebastienlagarde
10b356c3
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-motion-vector-behavior
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/RenderPipeline/FrameSettings.cs
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
sebastienlagarde
f10a2a97
Add stencil test + split object and camera velocity
7 年前
sebastienlagarde
06922d8a
minor update
7 年前
GitHub
75d76261
Merge pull request #692 from Unity-Technologies/Branch_SkySettingsVolume
Refactor of sky and fog to use interpolation volumes.
7 年前
Evgenii Golubev
78563feb
Merge branch 'master'
7 年前
Paul Melamed
db6f48d8
Merge branch 'master' into prototype/decals
# Conflicts:
# ScriptableRenderPipeline/Core/Editor/ShaderGenerator/CSharpToHLSL.cs
# ScriptableRenderPipeline/Core/Resources/EncodeBC6H.compute
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/Material/Decal/DecalData.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/Material/Decal/DecalProperties.hlsl
7 年前
Peter Andreasen
87c36d52
merged with master
7 年前
Evgenii Golubev
3f20aa04
Modify _PrevViewProjMatrix for camera-relative rendering
7 年前
Paul Melamed
50503a53
Merged with master.
integrated decal group culling with HDRenderPipeline
7 年前
Evgenii Golubev
ed2c8061
Merge branch 'cam_rel_magic' of https://github.com/EvgeniiG/ScriptableRenderLoop into volumetrics
7 年前
Peter Andreasen
422f8443
compile fixes
7 年前
sebastienlagarde
87cc0a2f
HDRenderPipeline: update SupportedRenderingFeatures
7 年前
lyndon homewood
430ca284
Added mip debugging support
(Partially disabled pending c++ support for debug data upload.)
7 年前
lyndon homewood
595016ea
Moved MipMap Debug rendering to its own mode.
Improved the visualisation of mip ratio to handle mip reduction.
Improved the mip level count visualisation now mip streaming shown more clearly in other mip debug mode
Moved common shader functions to HLSL file
7 年前
sebastienlagarde
f784a196
HDRenderPipeline: move DefaultMaterial and Default Shader to resource pipeline
- Also fix an issue with enableDBuffer not correctly take into account in depth prepass
7 年前
Julien Ignace
71b6b5f0
Added Sky Lighting Override through layers specific interpolation volumes.
7 年前
Evgenii Golubev
389ea636
Move the volumetric lighting preset to ShaderConfig
7 年前
Evgenii Golubev
3edb0ad6
Add support for multiple VBuffer views
7 年前
Sebastien Lagarde
0690038f
HDRenderPipeline: Homegenize name prepass postpass
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
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
Robert Srinivasiah
b777d288
Enable stereo RenderTexture paths
HDCamera manages the main descriptor, so make sure we create it correctly.
The pyramids need a bit of tweaking as well.
7 年前
Robert Srinivasiah
7b4b8233
Keep stereo Guassian pyramids square (for now)
Stereo double-wide will need a double-width Gaussian pyramid texture (both eyes in one texture), but we don't need to do that now.
I did fix a bug I made in the _Size constant generation for RenderGaussianPyramidColor. It only affects double-wide, but it was worth fixing.
7 年前
Robert Srinivasiah
68fce059
Use HDCamera.screenSize instead of HDRP.m_current[Width|Height]
7 年前
Robert Srinivasiah
f77d89b1
Use FrameSettings more appropriately
Pass in FrameSettings or use m_FrameSettings where available (PR feedback)
7 年前
Sebastien Lagarde
505c829f
HDRenderPipeline: use width instead of height for depth and color pyramid for consistency
+ use sRGB for SSSBuffer in forward only
7 年前
Paul Melamed
8efbc8a6
Merge branch 'master' into prototype/decals_no_height
# Conflicts:
# PostProcessing
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset
7 年前
Robert Srinivasiah
0768f357
Use pyramid height instead of width when calculating pyramid mips
The height will always match the pyramid size, whereas the width could be doubled, if the underlying rendertexture is a stereo double-wide texture.
7 年前
Paul Melamed
2e24a6c9
fixed merge errors
7 年前
Paul Melamed
57775e99
Clean up decal culling. New global shader variable to skip decal contribution when none are visible.
7 年前
Remy
9aa10739
Dtart debug view tests (motion vectors)
7 年前
sebastienlagarde
9719be6b
HDRenderPipeline: Fix shadow mask enabling in frame settings
7 年前
sebastienlagarde
87474f24
Change selection of SSS method from dynamic to static
7 年前
GitHub
ca60bb19
Merge pull request #742 from Unity-Technologies/prototype/decals_no_height
Prototype/decals no height
7 年前
sebastienlagarde
71b735aa
HDRenderPipeline: Add stencil readmask where it make sense
7 年前
GitHub
b83e5de0
Merge branch 'master' into feature/mip-debug
7 年前
lyndon homewood
064d57c1
Merge branch 'feature/mip-debug' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into feature/mip-debug
# Conflicts:
# ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl
7 年前
sebastienlagarde
0f9e6e60
HDRenderPipeline: Remove useless bind
7 年前
Evgenii Golubev
c86b3214
Merge branch 'master'
7 年前
Evgenii Golubev
6cfd56fe
Enable opaque atmospheric scattering for volumetric lighting
7 年前
Sebastien Lagarde
a8ab890d
Rename SubsurfaceScattering Settings/Editor to DiffusionProfile + various file renaming/moving
7 年前
Sebastien Lagarde
28402e59
Fix an issue with UI not displaying that no diffusion profile is present
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
Thomas
eb2eeb7a
Moved graphics features being set on every frame to init time
7 年前
Evgenii Golubev
7e74580b
Merge branch 'master'
7 年前
Evgenii Golubev
170a4fb7
Make SampleInScatteredRadianceAndTransmittance() return transmittance
7 年前
Thomas
69b36beb
Moved the custom sampler stuff out of HDRenderPipeline and streamlined the API
7 年前
Thomas
c2f60a14
Reuse internal FrameSettings to avoid GC stress
7 年前
Frédéric Vauchelles
790cee43
Merge branch 'master' into feature/PlanarReflection
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
7 年前
Thomas
e05f7f24
Fixed gaussian pyramid first blit (point -> bilinear filtering)
Should look smoother and reduce aliasing in motion.
7 年前
GitHub
4013d3fa
Merge pull request #775 from Unity-Technologies/HDRP-GraphicTests
Hdrp graphic tests
7 年前
Robert Srinivasiah
66789f87
Temp hack enabling some MSAA state
Binding targets is not working though...
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
Sebastien Lagarde
f97342c5
Merge remote-tracking branch 'refs/remotes/origin/master' into feature/mip-debug
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
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
3b9c6146
Remove UAV hack from CoreUtils.UpdateRenderTextureDescriptor
Properly manage UAV + MSAA from the code that calls CreateCmdTemporaryRT
Plus some extra cleanups
7 年前
Frédéric Vauchelles
4a5cb1e8
[PlanarReflection] Fixed culling
7 年前
Frédéric Vauchelles
6611be52
[PlanarReflection] Update planar sampling
7 年前
Frédéric Vauchelles
21df13ee
[PlanarReflection] Update mirrored position
7 年前
Peter Andreasen
3ccf74cc
merged from master
7 年前
sebastienlagarde
d1c884e4
Add Lux meter debug mode
7 年前
sebastienlagarde
a0d8e8b4
Add support of debug font for debugging
7 年前
Frédéric Vauchelles
86df6636
Merge master
7 年前
Paul Melamed
54cd8dad
Use alpha compositing to blend decals
7 年前
Sebastien Lagarde
8820a5f9
Update LuxMeter debugview
7 年前
sebastienlagarde
6c8462a0
Refactor all the code of colorpicking to make a more general version
7 年前
sebastienlagarde
466305bb
Fix missing mouse position
7 年前
sebastienlagarde
3bf6049c
HDRenderPipeline: push small improvement to color Picker debug mode
7 年前
Paul Melamed
c5fce3e3
Merge branch 'master' into prototype/decals_premult_alpha
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
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
Julien Ignace
03e54099
(WIP) Changed all HDRP RenderTextures to RTHandles
7 年前
Julien Ignace
9b8805cb
- Fixed Depth/Color size mismatch for scene view by copying our depth buffer into the right depth target
- Fixed gaussian/depth pyramid mipmap generation(size was wrong).
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
64b952d8
Add sRGB support for color picker debug
7 年前
Frédéric Vauchelles
5f6876d6
Merge branch 'master' into feature/PlanarReflection
7 年前
Frédéric Vauchelles
9a41a6d7
[PlanarReflections] Small fixes
7 年前
Paul Melamed
15162b54
Merge branch 'master' into prototype/decals_premult_alpha
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassDBuffer.hlsl
7 年前
Sebastien Lagarde
0cca4945
HDRenderPipeline: Fix issue with camera frame settings not working correctly in stand alone
This PR update the behavior of frameSettings.
At runtime, camera must init from DefaultFrameSettings to be correct.
Currently it init from the SerializedFrameSettings which is wrong if the
camera rendering path is set to Default
7 年前
Sebastien Lagarde
0e6b2e32
more improvement on framesettings and asset
- Suppres support async compute
- Add dirty state to asset render pipeline for frame settings
7 年前
Sebastien Lagarde
a5003db5
Merge remote-tracking branch 'refs/remotes/origin/master' into feature/PlanarReflection
7 年前
Evgenii Golubev
9e4045c2
Make VBuffer view handling less error prone
7 年前
Evgenii Golubev
5db1724a
Factor out VolumetricLightingModule
7 年前
Evgenii Golubev
9a866381
Perform a minor clean up
7 年前
Frédéric Vauchelles
02b21ed1
[PlanarReflection] Added argument to explicilty render planar probes
7 年前
Frédéric Vauchelles
bb3a6683
[PlanarReflection] Render only visible probes
7 年前
GitHub
6e5bc8c0
Merge pull request #848 from Unity-Technologies/prototype/decals_premult_alpha
Prototype/decals premult alpha
7 年前
GitHub
cc8c318a
Merge pull request #850 from EvgeniiG/master
Factor out VolumetricLightingModule
7 年前
sebastienlagarde
10a938eb
Add support for transparent queue priority
7 年前
sebastienlagarde
c99235da
Move range renderqueue to class HDRenderQueue
7 年前
GitHub
4cb77cb7
Merge pull request #851 from Unity-Technologies/Add-transparent-priority-support
Add transparent priority support
7 年前
Paul Melamed
163fdc44
Intermediate commit
7 年前
sebastienlagarde
9269e0af
First draft
7 年前
sebastienlagarde
3623b5e1
add mipindex for blit + add a separate sahder resources
7 年前
Paul Melamed
8c9541db
Filling out HTile mask in DBuffer, fix for material foldout update on decal material change
7 年前
Paul Melamed
6aaa2cd7
using HTile mask to determine what decal properties affect drawable geometry
7 年前
sebastienlagarde
64839789
Working version
Still color picker in game and motion vector to fix
7 年前
sebastienlagarde
25cb23c4
Fix various issue, remove previous code
7 年前
sebastienlagarde
f2ca455a
HDRenderPipeline: Remove useless code
7 年前
Frédéric Vauchelles
d6743fba
Merge branch 'master' into feature/PlanarReflection
7 年前
Peter Andreasen
8b8ef607
Merge remote-tracking branch 'origin/master' into sample_game
7 年前
sebastienlagarde
4dd82f2d
HDRenderPipeline: Debug the correct texture when using FullscreenDebug
7 年前
sebastienlagarde
4a59f964
HDRenderPipeline: fix naming of _DepthPyramidTexture => _PyramidDepthTexture
7 年前
sebastienlagarde
1b7573a4
HDRenderPipeline: Don't do depth pyramid if no refraction
7 年前
Julien Ignace
19029ddd
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RTRefactoring
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/RenderPipelineSettingsUI.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/SerializedRenderPipelineSettings.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/RenderPipelineSettings.cs
7 年前
Frédéric Vauchelles
f7bd8fd7
Merge branch 'master' into feature/PlanarReflection
7 年前
Julien Ignace
4568be12
Post merge fixes
7 年前
Julien Ignace
4ee4d22b
Removed rendertarget/camera scaling from _ScreenSize in the shaders (was breaking NDC->CS coordinate conversion)
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
Paul Melamed
19876ed2
Merge branch 'master' into prototype/decals_gpu_optimization
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Decal/DecalSystem.cs
7 年前
Paul Melamed
afb8df01
Cleanup PR, add decal HTile mask defines
7 年前
sebastienlagarde
c3198024
Merge remote-tracking branch 'refs/remotes/origin/master' into hdrp-msaa
7 年前
Frédéric Vauchelles
eba4a6c3
[PyramidBuffer] use screen size for depth pyramid
7 年前
Frédéric Vauchelles
e4b8c57a
[DepthPyramid] Refactored depth pyramid
7 年前
Frédéric Vauchelles
e178299e
[DepthPyramid] Smal refactor
7 年前
Frédéric Vauchelles
e9e53a3d
[ColorPyramid] (wip) refactoring of color pyramid
7 年前
Frédéric Vauchelles
2fd72ffd
Full screen color pyramid
7 年前
Frédéric Vauchelles
8fc3f919
Merge all pyramid code into a single file
7 年前
Frédéric Vauchelles
f84484dc
[ScreenSpaceProjection] added debug modes
7 年前
Paul Melamed
3441b497
Merge branch 'master' into prototype/decals_gpu_optimization
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs
7 年前
sebastienlagarde
238158b1
Fix enableShadows in framesettings nor working
7 年前
sebastienlagarde
97369805
HDRenderPipeline: Exclude undesired camera from debug menu
7 年前
sebastienlagarde
9afa4d41
First draft
7 年前
sebastienlagarde
e9d63252
HDRenderPipeline: Disable Unused camera draw mode
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
sebastienlagarde
6b5a7931
Apply on array
7 年前
Julien Ignace
bac44977
Post merge fixes
7 年前
sebastienlagarde
0a639940
Split files
7 年前
Julien Ignace
d57bd221
Fixed viewport for post HDRP rendering in the editor.
7 年前
Julien Ignace
fa58b33b
Fixed some of the remaining problematic full screen passes (shadow and debug)
7 年前
Julien Ignace
15e143c1
Temporary Fix for Post Processes
7 年前
Julien Ignace
c1097c06
Fixed clear color parameter in some SetRenderTarget overloads
7 年前
Julien Ignace
55ae07e1
Fixed DBuffer HTile binding when ShadowMask or enabled.
7 年前
sebastienlagarde
ae7b43f7
HDRenderPipeline: Re-add #ifeditor to compile standalone player
7 年前
GitHub
9f5cddad
Merge pull request #892 from Unity-Technologies/feature/ReflectionRefraction
Use fullscreen depth/color pyramids
7 年前
Frédéric Vauchelles
672c909b
Merge branch 'master' into feature/ScreenSpaceProjection
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/SceneViewDrawMode.cs.meta
# Tests/Scripts/Editor/GraphicTests/Framework/TestResultWindow.cs.meta
7 年前
Paul Melamed
ffd9f57f
intermediate commit, decals pass info to gpu light culling
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
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
Julien Ignace
a4625b1c
Fixed Depth/Color pyramid after last merge
7 年前
Evgenii Golubev
840edb50
Implement frustum-OBB culling
7 年前
sebastienlagarde
a640342d
Remove 's' in SupportsXXX
7 年前
sebastienlagarde
a31f7464
typo
7 年前
sebastienlagarde
f020afb2
Rename GetShadowMask_sRGBFlag to GetShadowMaskSRGBFlag + fix CustomSamplerId
7 年前
Sebastien Lagarde
9f9a66d6
Fix issue with cluter shaders
7 年前
Sebastien Lagarde
71d0fd3a
Rename MSAAAntiAliasing to MSAA as AA is for antialiasing already
7 年前
Julien Ignace
c81b04cf
Gaussian/Depth pyramids now allocate buffers with next power of two size (to account for platforms where NPOT RenderTexture Mips are not supported yet)
7 年前
Julien Ignace
c67546c5
Fixed pyramid debug visualization.
7 年前
Evgenii Golubev
e6540dfa
Implement clustering of density volumes
7 年前
Julien Ignace
bcdb94ce
Added comment
7 年前
sebastienlagarde
3d4d194e
Debug display is now a multi compile option
7 年前
Julien Ignace
5749cc0f
Fixed HDRP when decal are disabled (issue caused by RTHandle PR)
7 年前
Julien Ignace
a3e234fe
Bind an empty UAV when decal are disabled to avoid crash on PS4
7 年前
Julien Ignace
e1d35dae
Don't allocate GBuffer in forward only mode.
7 年前
Frédéric Vauchelles
78ba9e5b
Merge master
7 年前
Frédéric Vauchelles
17eb7e3c
[ScreenSpaceTracing] (wip) step by step debugging
7 年前
Frédéric Vauchelles
210bb00c
(wip) screen space tracing debug
7 年前
Frédéric Vauchelles
177273e3
(wip) screen space tracing debug - using a RT instead of a StructuredBuffer for UAV target in pixel shader
7 年前
sebastienlagarde
8c774475
HDRenderPipeline: Move htile for material classification before async compute.
7 年前
Paul Melamed
f2019f6b
Bind decal HTile as a texture
7 年前
sebastienlagarde
116379ee
Add memory RT name/information everywhere
7 年前
Robert Srinivasiah
84dcd92c
Plug-in stereo matrices plus bind new stereo matrices
Won't really take effect until stereo SRP APIs are activated
7 年前
sebastienlagarde
cd3c2788
Merge remote-tracking branch 'refs/remotes/origin/master' into Test-RTHandleNaming
7 年前
Robert Srinivasiah
d3363c5b
Add initial stereo hookups to ScriptableRenderContext
Currently, these only live in HDRenderPipepline.Render. In the future, there might be other hookup locations, especially wrt the debug displays.
7 年前
Robert Srinivasiah
44fabb65
Merge branch 'master' into hdrp-xr-initial
7 年前
Robert Srinivasiah
50a1c71f
Use helper function to turn stereo drawing on/off
7 年前
sebastienlagarde
f0e0be49
Push first draft
7 年前
sebastienlagarde
a52da444
Disable by default
7 年前
sebastienlagarde
da640b25
Update GI baking
7 年前
Robert Srinivasiah
9c3ed431
Prelim usage of combined stereo VP for constant generation
Right now, I use the combined view/proj matrices generated from the engine for culling. I'd like to move the matrix generation up to script, where the HDRP explicitly controls the matrix gen.
As far as shader constants, this affects the usage of:
_ViewProjMatrix (not used the same as UNITY_MATRIX_VP in stereo/shadows)
_ViewParam
_FrustumPlanes
These three are used in GetTessellationFactors.
_InvProjParam (unused for now anyway)
7 年前
sebastienlagarde
c218e424
HDRenderPipeline: Fix issue with global illumination (now it match mitsuba)
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
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
Paul Melamed
a9485cff
more PR cleanup
7 年前
sebastienlagarde
8a1d7457
Forward pass now control its depth test. Optimization with clip and depth prepass is only for Lit/layeredLit shader
7 年前
Robert Srinivasiah
7427bb14
Merge remote-tracking branch 'origin/master' into hdrp-xr-lighting
7 年前
Frédéric Vauchelles
daae5ce2
(wip) Reflection system for reflection probes
7 年前
Robert Srinivasiah
64e65354
Fix post-merge issues with new Frustum struct
Bonus: I don't need to pass Camera into my stereo HDCamera state override function
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
a3ddcd05
Merge remote-tracking branch 'origin/master' into hdrp-xr-lighting
7 年前
Thomas
45dc22f9
Refactored the debug menu
Now with proper serialization in the editor and better runtime UI capabilities
7 年前
Sebastien Lagarde
32b1fe35
HDRenderPipeline: Add support for camera features flags
7 年前
Sebastien Lagarde
85b4f2bb
Add support for black Thumbnail
7 年前
Robert Srinivasiah
971061f5
Build right eye light cull information
But it isn't sent to the GPU yet
7 年前
Robert Srinivasiah
736da156
Merge remote-tracking branch 'origin/master' into hdrp-xr-lighting
7 年前
Peter Andreasen
04b933d9
merged with master
7 年前
sebastienlagarde
64d02d61
Fix material debug mode
7 年前
sebastienlagarde
bdb10d8a
HDRenderPipeline: Fix issue with Velocity buffer being null when motion vector are disabled
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
Robert Srinivasiah
3c4e8108
Discard accidental usage of FrameSettings argument
I missed that I could use m_FrameSettings, like a dummy
7 年前
Thomas
44dd9f42
Merge branch 'master' into debug-menu-refactor
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
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
sebastienlagarde
39e5b6fb
HDRenderPipeline: Fix file format
7 年前
sebastienlagarde
b0c23ff0
Fix sky issue
7 年前
sebastienlagarde
b71add14
HDRenderPipeline: Rename Gaussian Pyramid Color pyramid in resource
7 年前
GitHub
771cccee
Merge pull request #978 from Unity-Technologies/hdrp-xr-lighting
Stereo-ized HDRP Lighting Update (WIP)
7 年前
Thomas
b74496d0
Fixed a leak in the decal system
7 年前
Tim Cooper
940d74cc
Add high level camera callbacks to HD / LW.
7 年前
Tim Cooper
552f83af
Update Callback's to show they are static calls (thanks Rob).
7 年前
Evgenii Golubev
0a2033df
Merge upstream/master
7 年前
sebastienlagarde
003ed8ce
Add pipeline subshader tags for HD
7 年前
sebastienlagarde
9630d754
Rename HDPipeline => HDRenderPipeline + Fix issue with decal.shader
7 年前
sebastienlagarde
ef3ceb25
Move Shader.globalRenderPipeline = "HDRenderPipeline" at a better place
7 年前
Frédéric Vauchelles
fd3d298d
Merge branch 'master' into feature/ReflectionProbeBaking
7 年前
sebastienlagarde
b0c0b431
Fix postprocess enabled when debug mode are enabled (now they are disabled)
7 年前
sebastienlagarde
2916f7c5
Rename 'Default Camera' => 'Scene View" in debug windows, less confusing for user
7 年前
sebastienlagarde
bcc645de
Fixed various issues with debug window
- Fixed Shadow Atlas index.
- Fixed DebugManager.instance.displayRuntimeUI breaking after domain reload
- Removed wrong "Last" entries in material debug.
- Fixed Frame Settings debug not being removed correctly on camera disable.
- Frame Settings debug layout is now the same as the regular UI.
7 年前
sebastienlagarde
040b03ec
Post merge fix
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
Robert Srinivasiah
6c272e47
Remove redundant binding of _PyramidDepthTexture
We used to bind it in HDRenderPipeline.RenderPyramidDepth and BufferPyramid.RenderDepthPyramid. BufferPyramid seems to own the binding, so remove the HDRP binding.
7 年前
Julien Ignace
5007f081
Fixed various issues with debug window
- Fixed Shadow Atlas index.
- Fixed DebugManager.instance.displayRuntimeUI breaking after domain reload
- Removed wrong "Last" entries in material debug.
- Fixed Frame Settings debug not being removed correctly on camera disable.
- Frame Settings debug layout is now the same as the regular UI.
7 年前
Robert Srinivasiah
86c87d66
Prelim work on pyramid generation
I need to fix the size and some of the compute work when generating the gaussian pyramids
7 年前
sebastienlagarde
00a9485d
Remove receive shadow UI on renderers: Fogbuzz of HUP
7 年前
sebastienlagarde
0d28adac
Removed GBufferWithPrepass pass from lit*.shader. Alpha tested materials now always have a depth prepass.
7 年前
sebastienlagarde
9817daec
Update comment
7 年前
sebastienlagarde
6a0f8b9b
Simplified test in RenderDepthPrepass
7 年前
sebastienlagarde
2859eff8
Remove useless test
7 年前
sebastienlagarde
a4326814
Fix issue with resizing in player
7 年前
Evgenii Golubev
dd8b51a8
Merge branch 'master'
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
Evgenii Golubev
c20517f6
Add a stub for the volume voxelization pass
7 年前
Evgenii Golubev
98ba5ff6
Prepare the volume voxelization stub
7 年前
Evgenii Golubev
f8b3df68
Implement soft semi-conservative voxelization
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
sebastienlagarde
e519cc25
HDRenderPipeline: Add specular color debug override
7 年前
Frédéric Vauchelles
801f262f
debug fixes
7 年前
GitHub
992a18a3
Merge pull request #1100 from Unity-Technologies/Branch_VariousFixes
Various bug fixes
7 年前
Frédéric Vauchelles
ae245c12
Updated debug for screen space tracing
7 年前
Frédéric Vauchelles
c2126e91
Added bruteforce screen space tracing
7 年前
Frédéric Vauchelles
070dec58
Added int to switch between raymarching algorithm for testing purpose
7 年前
Frédéric Vauchelles
a30e7108
Fixed HiZ raymarching
7 年前
Frédéric Vauchelles
5ab7101f
Moved algorithm selection to shader variant
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
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
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
Paul Melamed
0c97c0da
initial commit
7 年前
GitHub
f25323ae
Merge pull request #1133 from Unity-Technologies/Branch_FixSkyOverrideIssue
Fixed an issue where putting Sky Lighting Override mask to "Everythin…
7 年前
Paul Melamed
76eb75c7
Merge branch 'master' into decals/texture_atlas
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
cac44820
Fixed depth pyramid buffer
7 年前
GitHub
b357f4bf
Merge pull request #1137 from Unity-Technologies/feature/PyramidBuffer
Pyramid buffer viewport support
7 年前
Frédéric Vauchelles
b46b3284
(wip) Added planar convolution
7 年前
Paul Melamed
d37105f2
Merge branch 'master' into decals/texture_atlas
7 年前
Frédéric Vauchelles
253790d4
Renamed properly buffer pyramid variables
7 年前
Frédéric Vauchelles
4fbb1c4f
(wip) Added refraction model
7 年前
Julien Ignace
c135df26
Added first version of shader variant stripper for Lit* shaders in HDRP.
7 年前
Frédéric Vauchelles
4f1b9eae
Merge branch 'master' into feature/PlanarReflectionUI
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/BufferPyramid.cs
7 年前
Frédéric Vauchelles
412bd010
Merge master
7 年前
Frédéric Vauchelles
5ef1d97f
(wip) Added debug for proxy and hiz refraction modes
7 年前
Paul Melamed
ae602283
Somre cleanup and refactoring of adding textures to decal atlas
7 年前
sebastienlagarde
e3e75d45
Add test of supported platform
7 年前
Sebastien Lagarde
46d72597
Add platform support check
7 年前
Sebastien Lagarde
273759a7
Do some fixes
7 年前
Frédéric Vauchelles
a39254c9
Merge branch 'master' into feature/RefractionModes
7 年前
Sebastien Lagarde
2a5419b3
Updated error message
7 年前
Frédéric Vauchelles
66076676
Added debug for HiZ SSRT
7 年前
Antti Tapaninen
e81dd5d9
tweak IsSupportedPlatform and commenting
7 年前
Frédéric Vauchelles
4d04bd95
Added debug data binding inside RenderForward
7 年前
Frédéric Vauchelles
0406b0ae
Renamed ScreenSpaceRefraction volume
7 年前
sebastienlagarde
6616bdb2
API validation improvement
7 年前
Thomas
71e3e26a
Fixed Y-flip in HD when a camera is rendering to a RT
7 年前
sebastienlagarde
e09e361e
API validation improvement
7 年前
GitHub
e8edce37
Merge pull request #1169 from Unity-Technologies/API-validation-improvement
API validation improvement
7 年前
GitHub
a2790a45
Merge pull request #1159 from Unity-Technologies/feature/RefractionModes
Screen Space Refraction Projection Model
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
0ade2a97
Merge branch 'master' into feature/SSR
7 年前
Frédéric Vauchelles
7a47594e
Updated RTHandle class to an instance class
7 年前
Frédéric Vauchelles
70ed0378
wip buffered RTHandle system for cameras
7 年前
Frédéric Vauchelles
ca61ff42
Updated beffered RTHandle system
7 年前
Evgenii Golubev
8d663ac4
Merge upstream/master
7 年前
Frédéric Vauchelles
12acef66
Fixed history buffer binding
7 年前
Paul Melamed
5e4ad2d7
Merge branch 'master' into decals/texture_atlas
# Conflicts:
# ScriptableRenderPipeline/Core/CoreRP/CoreResources/TexturePadding.compute
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Light/HDAdditionalLightData.cs
7 年前
Frédéric Vauchelles
4474977e
(wip) deferred SSR
7 年前
sebastienlagarde
58445f5d
Move notification for API change to core
7 年前
Evgenii Golubev
41b3bcf7
Fix the bug with animated materials
7 年前
Evgenii Golubev
0d88963c
Overwrite camera properties set during the shader pass with the original camera properties
7 年前
Evgenii Golubev
2bffbe72
Factor out CoreUtils.AreAnimatedMaterialsEnabled()
7 年前
Paul Melamed
e711a574
Make dbuffer render target clearing code more efficient (also fixes and issue where the 'mask' target wasn't cleared)
7 年前
sebastienlagarde
500d0b60
Add FullscreenPassthrough render mode
7 年前
Evgenii Golubev
1c4ab14a
Move stuff from `UnityPerFrame' which was actually updated at the per-view frequency
7 年前
Paul Melamed
f084a015
cleanup some commented out and unused code
7 年前
Evgenii Golubev
cfc871a0
Add more reliable detection of the start of the new frame
7 年前
Evgenii Golubev
b2851e30
Clean up
7 年前
Evgenii Golubev
072a0aa3
Optimize
7 年前
GitHub
bc2cc021
Merge pull request #1178 from Unity-Technologies/decals/texture_atlas
Decals/texture atlas
7 年前
GitHub
2a9a01f7
Merge pull request #1185 from Unity-Technologies/Add-FullScreeMedia-path
Add fullscreemedia path
7 年前
Evgenii Golubev
2c4bd864
Add and/or rename to legacy Unity shader variables
7 年前
Evgenii Golubev
b4708ef6
Merge upstream/master
7 年前
Frédéric Vauchelles
4bd00e90
Merge master
7 年前
GitHub
858b64ad
Merge pull request #1197 from EvgeniiG/rename_unity_per_camera
Rename UnityPerCamera CBuffer variables (and set them from C#)
7 年前
sebastienlagarde
f0d38603
Display warning message with VR when not supported in HD
7 年前
Evgenii Golubev
ad3d1e7c
Enable volumetric fog by default
7 年前
Kay Chang
53b01e3a
WIP adding Switch support.
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
sebastienlagarde
5799a070
Fix issue with override value in debug
7 年前
Frédéric Vauchelles
e98f1b57
Updated RTHandle class to an instance class
7 年前
Paul Melamed
cef12462
Add debug decal atlas view.
7 年前
Frédéric Vauchelles
e97721e9
wip buffered RTHandle system for cameras
7 年前
Frédéric Vauchelles
c65c8258
Updated beffered RTHandle system
7 年前
Frédéric Vauchelles
32f00e77
Fixed history buffer binding
7 年前
Frédéric Vauchelles
3f5b485e
Cleaning cherry-picked commits
7 年前
Frédéric Vauchelles
ac28cd41
Fixed buffered RT handle system
7 年前
GitHub
4a9bfb82
Merge pull request #1230 from Unity-Technologies/feature/BufferedRTHistoryPerCamera
Buffered RT History per camera
7 年前
Paul Melamed
35466812
Only store decal textures to atlas if decal is visible, debounce out of memory decal atlas warning.
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
a7658549
Various fixes
7 年前
Frédéric Vauchelles
41dc00b0
Various fixes
7 年前
GitHub
d7990f7a
Merge pull request #1179 from Unity-Technologies/Branch_HDRPVariantStripping
Added first version of shader variant stripper for Lit* shaders in HDRP.
7 年前
Evgenii Golubev
9b95d6ea
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline
7 年前
Evgenii Golubev
00676317
Introduce the VolumetricLightingController component
7 年前
sebastienlagarde
170e527c
HDRP: Add build processor to reject unsupported build
7 年前
Raymond Graham
2e819225
Volumetric updates from Evgenii
7 年前
Frédéric Vauchelles
8676f2e5
Merge master
7 年前
Frédéric Vauchelles
5d36d9b4
Assign default texture for first frame
7 年前
GitHub
49988c37
Merge pull request #1265 from EvgeniiG/master
Introduce the VolumetricLightingController component (+bugfixes)
7 年前
Frédéric Vauchelles
6a14305e
Merge branch 'master' into feature/SSR
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
7 年前
Evgenii Golubev
32c0fc42
Port integral and density buffers to the RTHandle system
7 年前
Evgenii Golubev
4c75cacd
Port VBuffers to the RTHandle system
7 年前
Frédéric Vauchelles
dd47524a
Removed iteration blending for linear raymarching
Fixed linear raymarching depth test
7 年前
Evgenii Golubev
e7f0a6d1
Fix issues with light leaking in volumetric lighting
(due to sub-allocation (resource aliasing) of the RTHandle system)
7 年前
sebastienlagarde
f5c6eec7
Merge remote-tracking branch 'refs/remotes/origin/master' into switch_support
7 年前
sebastienlagarde
96365a48
Rename RoughnessToAnisotropy to ConvertRoughnessToAnisotropy
7 年前
Frédéric Vauchelles
d823c8bd
Disable planar probe rendering for orthographic camera (temporary)
7 年前
sebastienlagarde
4303de20
Merge remote-tracking branch 'refs/remotes/origin/master' into Cleanup-stacklit
7 年前
Evgenii Golubev
91dc696c
Merge upstream/master
7 年前
sebastienlagarde
298e1251
Rename _MainDepthTexture to _CameraDepthTexture C# side
7 年前
Frédéric Vauchelles
4bfaa623
merge master
7 年前
GitHub
c3aaee56
Merge pull request #1302 from EvgeniiG/master
Move the Volumetric Lighting system to the RTHandle system
7 年前
Evgenii Golubev
5216c6eb
Fix the infinite recursion bug in the VolumetricLightingSystem
7 年前
Frédéric Vauchelles
27865707
Reproject SSR with motion vectors
Added HiZ cell mip diff debug
7 年前
Frédéric Vauchelles
f994c6c3
displaye sampled color in HiZ for debug
7 年前
Frédéric Vauchelles
6f23a811
Jitter ray origin to add noise instead of banding when raymarching
7 年前
sebastienlagarde
01cd6f98
Add FrameSettings to hdCamera
7 年前
sebastienlagarde
9ab1b257
more fix on hdCamera and frameSettings
7 年前
sebastienlagarde
fa4df596
Fix camera editor preview
7 年前
sebastienlagarde
4859eb76
Fix preview when there is a planar reflection
7 年前
sebastienlagarde
96ce456b
Fix issue with framesettings on HDRP Asset and debug windows
When the debug windows is open, the HDRP Asset runtime framesetting are
overwritten by the debug windows settings, whereas it is the debug
windows that should update itself.
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
Thomas
7fc1f0a9
Fixed empty editor debug window on srp asset reload
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
Frédéric Vauchelles
e98eb92e
Use current frame motion vector
7 年前
sebastienlagarde
55941473
Fix issue with OnWillRenderObject in HDRP
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
d20bf61e
Push properly motion vectors
7 年前
sebastienlagarde
b9bb2978
Rename UnityObjectToWorldDir to TransformObjectToWorldDir + add comment
7 年前
Tim Cooper
fafb59af
Run code formatter.
7 年前
sebastienlagarde
e5cd80fe
Fix issue with camera motion vector
7 年前
GitHub
49b6bb90
Merge pull request #1397 from Unity-Technologies/feature/SSR
Feature/ssr
7 年前
sebastienlagarde
356dc884
optimization: Don't clear Gbuffer in player (but clear in debug mode)
7 年前
sebastienlagarde
d542c30b
HDRP: Remove m_IsCameraRendering fix as it don't work with planar reflection in HD
7 年前
sebastienlagarde
bba0731d
HDRP: Change settigs name from supportForwardOnly to supportOnlyForward
7 年前
sebastienlagarde
7b576061
HDRP: Solve issue with motion blur - Move object velocity render before camera velocity
7 年前
sebastienlagarde
44bfcd3c
Fix issue with motion vector in scene view
7 年前
Paul Melamed
34a0dcbf
intermediate commit
7 年前
Paul Melamed
6459cbb2
mesh decals somewhat working
7 年前
Paul Melamed
737f9f82
mesh decal working with an option to use albedo as mask only
decals are always on independent of cull results
7 年前
Raymond Graham
d3582088
Mipmapping support for local volume mask textures.
7 年前
Julien Ignace
a7299df5
Forward Error pass in HDRP is now only rendered once with a full renderqueue (former split was pointless)
7 年前
Antoine Lelievre
c19674c0
Added false color debug mode
False color debug mode in the rendering tab of the debug wnidow
7 年前
Julien Ignace
6ccff1e8
Remove useless test.
7 年前
Paul Melamed
797daf79
Merge branch 'master' into decals/ss3_channel_mask
7 年前
Paul Melamed
f961e596
Albedo contribution flag works on transparency
7 年前
Paul Melamed
dcfe380d
Added affects transparency flag to decal projectors
7 年前
Paul Melamed
a95094c7
Address PR comments
7 年前
sebastienlagarde
6c870111
Merge branch 'master' into FalseColorMode
7 年前
Paul Melamed
29ce571e
Merge branch 'master' into decals/ss3_channel_mask
7 年前
Sebastien Lagarde
c7c66abc
Add normalBufferManagement
7 年前
Sebastien Lagarde
0ec73e5c
Merge branch 'master' into normal-buffer-support
7 年前
Sebastien Lagarde
f22b94b1
Fix depth prepass for full deferred
7 年前
Sebastien Lagarde
23c3f077
various fix + backport change of WRITE_NORMAL_BUFFER on all shader + add shader preprocessor
7 年前
Antoine Lelievre
b3d835fa
Begin to fix the color picker intensity for luxmeter (not enough precision right now)
7 年前
Julien Ignace
0e6fbcd6
- Fixed useless code causing exception in LightLoop UI
- Fixed a bug where Interpolation Volumes would not be updated for reflection capture.
7 年前
Sebastien Lagarde
69fc3303
edit profiler depth prepass caption + fix roughness for clearcoat
7 年前
GitHub
1e1467c4
Merge pull request #1515 from Unity-Technologies/FixColorPickerPrecisionLimit
Increased debug color picker lux limit
7 年前
Frédéric Vauchelles
7252b568
Removed unused line that cause a NPE when using debug without refraction enabled
7 年前
Paul Melamed
de7b8a99
mesh decals work with some per channel masks
7 年前
Paul Melamed
c6fc1808
Added per channel blend selection mode for decals to render pipe asset
7 年前
Paul Melamed
30ddbe57
renamed and added the pragma multi_compile for decals to Lit shaders
7 年前
Stephane Laroche
b915d855
Fix color picker mode in forward only shaders.
7 年前
Peter Bay Bastian
9c5843f7
Remove PostProcessing dependency from Core
7 年前
Paul Melamed
141afc6f
Merge branch 'master' into decals/v2/per_channel_mask
# Conflicts:
# com.unity.render-pipelines.high-definition/HDRP/Material/Decal/Decal.cs.hlsl
7 年前
Paul Melamed
1fc5aacc
adressed PR comments
moved DecalProjector transform update check to LateUpdate so it works correctly when attached to bones.
7 年前
Paul Melamed
c26acc53
intermediate commit
7 年前
Paul Melamed
d25c0df6
New ui and 3RT/4RT modes work for decals
6 年前
Stephane Laroche
cbb9a885
Merge branch 'master' into StackLit2
# Conflicts:
# com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.hlsl
7 年前
Thomas
b9fcc418
Fixed distortion 1-frame delay
7 年前
Sebastien Lagarde
7be73727
Add renderer priority support for HDRP
This allow to have transparent order control at renderer frequency
6 年前
Julien Ignace
0188d2f6
PostProcess input buffers are not copied anymore on PC if the viewport size matches the final render target size
6 年前
GitHub
7281fe31
Merge branch 'HDRP/staging' into decals/v2/per_channel_mask_new_ui
6 年前
Julien Ignace
15880a68
Move transparent depth prepass just after the sky to avoid problems with opaque classification for lighting.
6 年前
Stephane Laroche
73aab246
Merge branch 'hdrp/staging' into StackLit2_TrunkTest
# Conflicts:
# com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.cs
6 年前
Nerites
0a934824
Removed all includes of UnityEngine.XR from HDRP. Removed all calls to
XRSettings from HDRP.
6 年前
Nerites
5182ab18
Revert "Revert "Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into xrsettings""
This reverts commit ec4368043e0e48024a999926b30a6d885a9c6d5d.
6 年前
Nerites
8996ef80
Removed ifdefs which should be unneeded with proper XRGraphicsConfig
usage
6 年前
sebastienlagarde
f222f97c
Rename DBuffer -> Decals + Add decal multicompile option
- Rename DBuffer -> Decals
- Add multicompile for no decals at all (for support decals)
- TODO: Shader stripping
6 年前
Sebastien Lagarde
a8187784
Add shader stripper support for decal variant + update HDRP asset
6 年前
Sebastien Lagarde
09ca5ea6
Rename EnableDBuffer to EnableDecals + Fix issue with MAOS
6 年前
Sebastien Lagarde
cb44566e
Rename _DECALS_3RT to DECALS_3RT and lower variant count
6 年前
Sebastien Lagarde
fbcdb866
Add DECAL_OFF for decal to remove more variant + rename
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
Julien Ignace
057e32db
Added the possibility to setup an override transform for volume interpolation.
6 年前
Nerites
b088283d
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into xrsettings
6 年前
Antoine Lelievre
03c9b17a
Add option to disable light by type in the debug menu
6 年前
Antoine Lelievre
27b1c3dc
Fixed volume update light loop bug
6 年前
sebastienlagarde
26c608bb
Move files to screenspace lighting and move Reflection enum in it
6 年前
Antoine Lelievre
5fe5a99f
Fixed global param not pushed before rendering
6 年前
GitHub
f09cd77a
Merge pull request #1799 from Unity-Technologies/Create-screenspace-lighting-folder
Move file to screenspace lighting folder
6 年前
Antoine Lelievre
4979052d
Moved resources initialization to RenderPipelineResources and Upgrade test to the HDRenderPipeline initialization
6 年前
Paul Melamed
5f083851
decal normal buffer works, 1st draft
6 年前
Paul Melamed
009933ca
cleanup
6 年前
Antoine Lelievre
7c21615a
Added Luminance meter
6 年前
Antoine Lelievre
87a6834f
Clear sky color to black when lux meter is enabled
6 年前
GitHub
ee4e73a4
Merge branch 'HDRP/staging' into RemoveSkyInLuxMeter
6 年前
GitHub
ae4294ea
Merge pull request #1731 from Unity-Technologies/xrsettings
Removed XRSettings usage from HDRP. Protected XR usage in XRGraphicsConfig with ifdefs.
6 年前
GitHub
1d48127a
Merge pull request #1827 from Unity-Technologies/HDRP/staging
merge Hdrp/staging
6 年前
Antoine Lelievre
ff2128f3
Disable SSS when luxmeter is enabled
6 年前
Antoine Lelievre
3e0249d9
Moved disable SSS when luxmeter outside of frame settings initialization
6 年前
GitHub
d0830c44
Merge pull request #1832 from Unity-Technologies/RemoveSSSInLuxMeter
Disable SSS when luxmeter is enabled
6 年前
RSlysz
f7eb9399
rewrite realtime reflection probe capture
6 年前
sebastienlagarde
4a415b0c
rename deferredShadow => screenspaceshadow + change to RG16
6 年前
RSlysz
05f23629
Merge branch 'HDRP/refactor-reflectionProbe/merge-probe-editors' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into HDRP/refactor-reflectionProbe/merge-probe-editors
6 年前
Sebastien Lagarde
9c4acb91
Import various stacklit branch change
Move specular funciton in commonlighting.hlsl
Fix issue in TextureNormalVariance
Fix issue with colorPicker not working in forward
Misc format/comment/code sharing
6 年前
Remy
106a0d43
Merge branch 'hdrp/staging' into hdrp/refactor-reflectionProbe/merge-probe-editors
6 年前
sebastienlagarde
f30aa731
Add warning message for platform not supported
6 年前
Julien Ignace
5c5547e8
Removed a bunch of GC.Alloc each frame.
6 年前
Paul Melamed
9dbd8998
Merge branch 'HDRP/staging' into HDRP/decals/v2_1/normal_buffer
# Conflicts:
# com.unity.render-pipelines.high-definition/CHANGELOG.md
# com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/RenderPipelineResources.cs
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
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
Julien Ignace
ab8c4439
Merge branch 'HDRP/staging' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into HDRP/fix-gcalloc
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
Paul Melamed
f1d163d5
Merge branch 'HDRP/staging' into HDRP/decals/v2_1/normal_buffer
6 年前
sebastienlagarde
8f96dc05
Merge branch 'master' into HDRP/staging
6 年前
Paul Melamed
0533e490
address PR comments
6 年前
Paul Melamed
26eb1cae
add decals to stacklit material
decals correctly affect normal buffer in forward and for stacklit in deferred
6 年前
Paul Melamed
376207de
Address PR comments and fix player build
6 年前
RSlysz
f81f8c80
fix small logic issue in reflection system
6 年前
GitHub
b6f96081
Merge pull request #1869 from Unity-Technologies/onceagain
merge reflection probe change
6 年前
GitHub
92fa3473
Merge pull request #1857 from Unity-Technologies/HDRP/decals/v2_1/normal_buffer
Hdrp/decals/v2 1/normal buffer
6 年前
Julien Ignace
29a7899c
Fixed an issue where sometimes the deferred shadow texture would not be valid, causing wrong rendering.
6 年前
GitHub
bb90e2f2
Update HDRenderPipeline.cs
Typo
6 年前
Yao Xiao Ling
6e836668
Implement mipmap debug mode for terrain.
6 年前
Thomas
7ffc71c9
First pass at refactoring and speeding up depth & color pyramids
6 年前
Thomas
e7f10913
Do the color pyramid in a separate buffer
6 年前
Thomas
a9219e03
Cleaned up old pyramid code
6 年前
Thomas
f49d867e
Fixed distortion scale
6 年前
GitHub
4d9d0f45
Fix deferred shadow init ( #1900 )
Fixed an issue where sometimes the deferred shadow texture would not be valid, causing wrong rendering.
6 年前
Thomas
468989ad
Merge branch 'master' into pyramid-rework
6 年前
Thomas
24f53672
Disabled MSAA on the color pyramid
6 年前