Evgenii Golubev
f30f49e7
Port SSS to compute WIP
8 年前
Evgenii Golubev
98cec915
Port SSS to compute with an LDS texture cache
8 年前
Evgenii Golubev
41ed2b47
Remove the Disney model from the pixel shader
8 年前
Evgenii Golubev
22366909
Rename a variable to avoid a reserved name error on PS4
8 年前
Evgenii Golubev
d4513157
Address PS4 warnings
8 年前
Evgenii Golubev
f3d8504d
Add the SSS profiling scene
8 年前
Evgenii Golubev
ed0a6b63
Add comments
8 年前
Evgenii Golubev
dd5224b6
Add half-texel offset
8 年前
Evgenii Golubev
2a1cd219
Minor clean up
8 年前
Evgenii Golubev
f296a470
Add an option to disable texture cache
8 年前
Evgenii Golubev
ee1a6e41
Disable the near field kernel by default
8 年前
Evgenii Golubev
a67be182
Optimize the SSS shader for ALU
8 年前
Evgenii Golubev
a04a82ab
Merge branch 'master'
8 年前
Evgenii Golubev
860587d6
Perform the stencil test during the MaterialFeatureFlag generation
8 年前
Evgenii Golubev
9b33356f
Fix Disney SSS for Intel GPUs
7 年前
Peter Bay Bastian
a1133cd9
Update #includes of ShaderLibrary to new path
7 年前
Evgenii Golubev
9ce510e5
Add additional shader passes + clean-up
7 年前
GitHub
3dd87bb9
Update a comment
7 年前
GitHub
cac3c47f
Merge pull request #381 from EvgeniiG/master
Add additional shader passes + clean-up
7 年前
Sebastien Lagarde
1641bba9
HDRenderPipeline: Fix various warning in csharp and shader
7 年前
Sebastien Lagarde
6cc90b39
Clean unused file, generate correct file and fix editor issue for SSS
7 年前
Evgenii Golubev
29a7411c
Apply the albedo during lighting only once in PostEvaluateBSDF()
7 年前
Evgenii Golubev
9f711587
Fix the SSS normal debugging mode, and add comments
7 年前
Evgenii Golubev
c7cb0506
Add a copy-free fast path for the Disney SSS
7 年前
Evgenii Golubev
8c2d94e7
Add WaveReadFirstLane()
7 年前
Evgenii Golubev
a5a2abf8
Optimize Disney SSS using the tagged irradiance buffer
7 年前
Evgenii Golubev
e8692e5c
Update the name of the macro for clarity
7 年前
GitHub
e5d0cb44
Rename WriteResult() to StoreResult()
7 年前
Evgenii Golubev
885726ed
Clean up the math of the Disney SSS
7 年前
Evgenii Golubev
c212b126
Clean up the volumetric lighting code
7 年前
Evgenii Golubev
d1dca323
Help the compiler save VGPR
SubsurfaceScattering.compute:
Before:
; -------- Statistics ---------------------
; SGPRs: 62 out of 104 used
; VGPRs: 42 out of 256 used
; LDS: 6416 out of 32768 bytes used
; 0 bytes scratch space used
; Instructions: 1280 ALU, 264 Control Flow, 75 TFETCH
After:
; -------- Statistics ---------------------
; SGPRs: 62 out of 104 used
; VGPRs: 41 out of 256 used
; LDS: 6416 out of 32768 bytes used
; 0 bytes scratch space used
; Instructions: 1276 ALU, 264 Control Flow, 75 TFETCH
7 年前
GitHub
54c702fd
Manually optimize exp()
7 年前
Evgenii Golubev
b452c309
Merge branch 'Unity-2017.3'
7 年前
Evgenii Golubev
13210372
Use macros instead of directly referencing matrix variables
7 年前
Evgenii Golubev
2c51f96c
Clean up Common.hlsl
7 年前
Evgenii Golubev
a3165a72
Merge branch 'master'
7 年前
Peter Bay Bastian
9dd5e5c5
Change shader include paths to take advantage of Core being an include path now
7 年前
sebastienlagarde
43c10ade
HDRenderPipeline: Added screen position parameter to GBuffer function
- This allow to do some gbuffer encoding/decoding function with
checkboard pattern
- Update the GBuffer macro accordingly
7 年前
Evgenii Golubev
7b797ff7
Merge branch 'master'
7 年前
Evgenii Golubev
974fa5e1
Reduce the number of dependent texture reads
7 年前
Peter Bay Bastian
85e38a3c
Merge branch 'master' into shader-include-paths-2
7 年前
Evgenii Golubev
a3be44b0
Add comments
7 年前
GitHub
d6a58e9c
Merge pull request #594 from EvgeniiG/master
Reduce the number of dependent texture reads for SSS
7 年前
Evgenii Golubev
0ed1b80b
Global rename
positionSS -> positionNDC
unPositionSS -> positionSS
unTileCoord -> tileCoord
ComputeScreenSpacePosition() -> ComputeNormalizedDeviceCoordinates()
7 年前
Sebastien Lagarde
2d0640a5
Draft 2
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
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
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
sebastienlagarde
f3d7f5bf
Address feedback
7 年前
Evgenii Golubev
811c0769
Dispatch the SSS CS in 4x swizzled 16x16 groups per a 32x32 macrotile
7 年前
Evgenii Golubev
29a2ed24
Add a comment
7 年前
GitHub
30f50123
Remove the redundant test
The HTile test will catch this.
7 年前
GitHub
3c8f72bf
Improve the naming convention
7 年前
GitHub
14ad9a70
Clean up
7 年前
GitHub
85ff1e50
Update SS -> NDC
7 年前
sebastienlagarde
33ecd2ca
ShaderLibrary: Move Sampling and sequence file into a Sampling folder (to clean a bit the directory)
7 年前
Sebastien Lagarde
44dc1fce
Move SSS files, move code to Subsurface manager
- Add various resource to the render pipeline asset
- Move SSS shader/CS from lit to subsurface folder
- Move SSS related function from HDRenderPipeline to SubsurfaceManager
- Rename renderPipelinesResources to renderPipelineResources at various
place
7 年前
Sebastien Lagarde
5844867b
Various fix: shader path update + recreate RenderPipelineResources
7 年前
Evgenii Golubev
5da18693
Add temporal integration support to the Disney SSS
7 年前
Evgenii Golubev
87d573e5
Optimize loop: 1x FR & 2x QR => 4x FR
7 年前
sebastienlagarde
4b26e012
Move all core file to subfolder CoreRP + update shader include path to CoreRP/ShaderLibrary
7 年前
Sebastien Lagarde
c3a7633d
Rename SubsurfaceProfile to DiffusionProfile and SubsurfaceRadius to SubsurfaceMask
7 年前
Sebastien Lagarde
a8ab890d
Rename SubsurfaceScattering Settings/Editor to DiffusionProfile + various file renaming/moving
7 年前
GitHub
8a47af65
Fix a typo (thanks, Matt)
7 年前
sebastienlagarde
fa1e2b55
Various renaming
7 年前
sebastienlagarde
f6268b77
Merge remote-tracking branch 'refs/remotes/origin/master' into Refactor-GBuffer-with-material-feature
7 年前
Evgenii Golubev
8a70dc3b
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline
7 年前
Evgenii Golubev
d6e30390
Remove 2x QR instruction from the SSS pass
7 年前
Frédéric Vauchelles
504ba0e9
[PlanarProbes] Packed env light data and env proxy data
7 年前
Evgenii Golubev
88a993dd
Store SSS flags inside bsdfData.materialFeatures
7 年前
Evgenii Golubev
d8fdbbec
Implement random rotations of the SSS kernel
7 年前
Evgenii Golubev
8e2d18df
Fix the sample count bug
7 年前
Evgenii Golubev
d55eee9c
Add a TODO
7 年前
Evgenii Golubev
5565550b
Do not use the 32x32 macrotile order
All we care about is the optimal layout inside each 8x8 tile
7 年前
Evgenii Golubev
518ddfa0
Add an option to oversample SSS in the settings
7 年前
uygar
275279fa
Introduced new macros for flow control attributes.
7 年前
Evgenii Golubev
2d48e00b
Merge branch 'master'
7 年前
GitHub
a8065d95
Add code for future experimentation
7 年前
Julien Ignace
d4548639
Added #pragma_only_renderers to compute shaders.
7 年前
GitHub
897f5e29
Save a few ALUs
7 年前
Evgenii Golubev
2202a083
Remove UnityPerCamera, introduce UnityPerView
7 年前
Evgenii Golubev
c4d118bd
Rename 'param' -> 'params' for consistency
7 年前
Evgenii Golubev
b465602c
Optimize
7 年前
Kay Chang
53b01e3a
WIP adding Switch support.
7 年前
Evgenii Golubev
3112d459
Reduce the time spent on LDS bank conflicts from 15% to 8%
7 年前
sebastienlagarde
f5c6eec7
Merge remote-tracking branch 'refs/remotes/origin/master' into switch_support
7 年前
Evgenii Golubev
91dc696c
Merge upstream/master
7 年前
Tim Cooper
fafb59af
Run code formatter.
7 年前
Evgenii Golubev
6c2d5efb
Rename SSS quality levels
7 年前
GitHub
ab50aaeb
Remove SSS jitter if TAA is off
6 年前