sebastienlagarde
01cc98f1
Move light function to LightEvaluation.hlsl file
7 年前
GitHub
42721d40
Clean up LightEvaluation.hlsl
7 年前
Evgenii Golubev
33d14b62
Share the light loop code
7 年前
Evgenii Golubev
ae685427
Add support for box lights (unoptimized, WIP)
7 年前
Evgenii Golubev
2c514fe2
Add volumetric attenuation to box lights
7 年前
Evgenii Golubev
389ea636
Move the volumetric lighting preset to ShaderConfig
7 年前
Evgenii Golubev
83cff96d
Remove attenuation of box lights and massage the code a bit
7 年前
Evgenii Golubev
2680050a
Optimize attenuation functions for ALU
7 年前
Evgenii Golubev
0d923468
Pass the light position to the shadow code
7 年前
Evgenii Golubev
b8ee7c27
Handle the repeat mode using the sampler for proper filtering
7 年前
uygar
c8556633
Changed shadow biasing. Biasing can now use normal and light vector information to avoid artifacts.
Added:
- normal+view biasing
- light view only biasing
- per sample biasing for wide PCF filters
- corner light leaking mitigation
- defines to control what type of biasing should be enabled
- a few new UI controls in the additionalshadowdata component
Removed previous biasing controls. They won't have any effect anymore.
7 年前
GitHub
27e9fd00
Merge pull request #828 from EvgeniiG/master
Handle the cookie repeat mode using the sampler for proper filtering
7 年前
uygar
81cb95dc
Merge branch 'master' into shadows-biasing
7 年前
Evgenii Golubev
1df1dda7
Rename: "_GlobalFog" -> "_Global", "HomogeneousFog" -> "HomogeneousMediumVolume"
7 年前
Evgenii Golubev
2bf107d2
Rename to follow convention
7 年前
sebastienlagarde
2c61701c
Merge remote-tracking branch 'refs/remotes/origin/master' into shadows-biasing
7 年前
uygar
275279fa
Introduced new macros for flow control attributes.
7 年前
Sebastien Lagarde
52fb6cc5
Convert LightEvaluation
7 年前
Evgenii Golubev
202f48a8
Add comments
7 年前
Sebastien Lagarde
4a161d5a
HDRenderPipeline: Sharing envlight code
7 年前
sebastienlagarde
9298afe1
Remove osbole debug mode: EnvironmentProxyVolume and EnvironmentSampleCoordinates
7 年前
sebastienlagarde
ce90ed04
Factor AmbientOcclusion code
7 年前
sebastienlagarde
54302a12
HDRenderPipeline: Update name of GetAmbientOcclusion / GetScreenSpaceAmbientOcclusion
7 年前
Kay Chang
53b01e3a
WIP adding Switch support.
7 年前
sebastienlagarde
bac63c51
Add ambient occlusion properties on Stacklit
7 年前
sebastienlagarde
807a7d14
Fix directional light and shadow mask transition
The shadow mask transition now follow the shadow cascade transition
7 年前
sebastienlagarde
30443854
Add support of per light shadow mask control
Add support of per light shadow mask control
7 年前
sebastienlagarde
8d684e8b
Fix issue with shadow mask + small optim
7 年前
Sebastien Lagarde
ba6fd164
Factor Lit and StackLit code
Factor code from Lit and stacklit to MaterialEvaluation.hlsl
Move AO function in LightEvalaution.hlsl to MaterialEvaluation.hlsl
6 年前
Antoine Lelievre
c86387b6
Contact shadows works with point light and spot lights (in addition to directional)
6 年前
Antoine Lelievre
7edc74d1
Refacto for better code integration
6 年前
Antoine Lelievre
a69f06e6
Removed useless kernel
6 年前
Antoine Lelievre
013fb07a
Better dominant light detection algorithm
6 年前
Antoine Lelievre
f8468529
Removed contact shadows on light transmission
6 年前
Antoine Lelievre
38287b48
Fixed contact shadows with light transmission
6 年前
Antoine Lelievre
2d02821b
Fix for contact shadows with volumetric lighting
6 年前
Antoine Lelievre
c8a540d3
Fixed contact shadows on transparent objects
6 年前
sebastienlagarde
aa5363e0
Refactor tranmission and lightEvaluation code to have more cleaner code
6 年前
sebastienlagarde
86dfa8ec
Take into account feedback
6 年前
sebastienlagarde
b3199d5d
integrate PR feedback
6 年前
sebastienlagarde
8b67841a
More feedback
6 年前
sebastienlagarde
da6a9d7c
Update comment
6 年前
sebastienlagarde
7f925a28
More comment
6 年前
Sebastien Lagarde
e8e01be4
Fix apply Range Attenuation
6 年前
sebastienlagarde
870dbb61
Large refactor of transmission code to share it between material
6 年前
sebastienlagarde
ed6aecc7
Update Changelog and integrate PR feedback
6 年前
Sebastien Lagarde
8146a8c1
Share punctual light vector calculation code (GetPunctualLightVectors) + cleanup
6 年前
Evgenii Golubev
f7ce098c
Add an option to the HDRP asset to increase the resolution of volumetric lighting
6 年前
sebastienlagarde
1555fbce
HDRP: More renaming for camera relative rendering (rename lightDefinition)
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
Remy
34c39d24
Move lerp code to LightEvaluation.hlsl
6 年前
Evgenii Golubev
11b4e529
Remove dependence on the NdotL for thickness evaluation for translucency
6 年前