Felipe Lira
5f72f0d9
Fixed issue that was causing the attenuation to be applied to direcitonal lights when using attenuation texture.
7 年前
Felipe Lira
491a7d87
Added shadow caster pass to lightweight standard shader.
7 年前
Felipe Lira
a2c2ce7f
Merge branch 'master' into LightweightPipeline
7 年前
Felipe Lira
5aba3a6e
Revert " Moved PBR materials folder. Added a copy of SkyEnvironment to Lightweight."
This reverts commit c48c439359a5f0c4e738f443557e7e6c068e9d26.
7 年前
Felipe Lira
981737f7
Moved PBR materials folder. Added a copy of SkyEnvironment to Lightweight.
7 年前
Felipe Lira
6d592a3d
Merge branch 'master' into LightweightPipeline
7 年前
Felipe Lira
ee1ea198
Added some test scenes to lightweight pipeline. Fixed the multiple point lights test scene.
7 年前
Felipe Lira
976a3de6
Fixed self-shadowing artifacts.
7 年前
Felipe Lira
b0095fc2
Fixed some compiler errors in shader.
7 年前
Felipe Lira
91b14387
Removed unused functions in the shader library.
7 年前
Felipe Lira
79b72748
Updated some of the lightweight pipeline sample and test scenes.
7 年前
Felipe Lira
56be11e4
Added multiple lights support to LightweightStandardShader.
7 年前
Felipe Lira
21f7347a
Fixed lightweight standard shader compilation error due to last commit.
7 年前
Felipe Lira
c9cb44ad
Added optimized single light path for DIRECTIONAL, SPOT, POINT
7 年前
Felipe Lira
c28f1752
Added attenuation procedural texture generation code and attenuation texture in shader.
7 年前
Felipe Lira
fc9c1456
Removed unused distance in shader that was left as mistake.
7 年前
Felipe Lira
62e3c403
Merged master.
7 年前
Felipe Lira
7ea80c7b
Added a light attenuation falloff in the shader to prevent the hardcutoff at the light range. Better is to use a light texture falloff but as off now _LightTexture0 is not passed in SRP. We can create one later.
7 年前
Felipe Lira
64861bf2
Added Lightweight PBR Sphere Test Scene
7 年前
Felipe Lira
6959ac25
Added initial prototype version of Lightweight PBS shader. Started moving away from legacy shader library.
7 年前
Felipe Lira
2b50e9a8
Removed Pass names to avoid confusion with LightMode tag (ShaderPassName)
7 年前
Felipe Lira
024a70fc
Merged master.
7 年前
Felipe Lira
9994f20c
Added the new PostProcessing stack support.
7 年前
Felipe Lira
7d62ca8f
Merge branch 'master' into LightweightPipeline
# Conflicts:
# Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipeline.shader
7 年前
Julien Ignace
39c4d3b5
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RenameLayeredShader
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs
7 年前
Julien Ignace
4957c390
- Renamed InfluenceLayeredLitXXX classes back to LayeredLit
- Changing the number of layers no longer synchronize them all.
7 年前
Julien Ignace
cab7d520
Reverted InfluenceLayeredLit files to LayeredLit.
7 年前
Julien Ignace
62abd97f
Added a separate map for influence mask.
7 年前
Julien Ignace
8f426d69
Removed "Use Density Mode" checkbox. Shader feature is now automatically deduced from the parameters of all layers.
7 年前
Julien Ignace
057a142d
New more "regular" version of height based blend.
7 年前
Julien Ignace
f63d11a1
Removed baseColor influence threshold and minimum opacity parameters
7 年前
robbiesri
6232ca29
Initial support for XR and RenderPass
Basic use case using prototype engine code living in Hg graphics/srp/xr-renderpass-sandbox. Works with single pass double-wide.
Engine handles connecting CameraTarget to VR device texture.
Remaining work:
* Support stereo instancing
* Support transient textures
7 年前
Julien Ignace
9f664a03
- Removed "simple" layered lit.
- InlfuenceLayeredLit now shares UI with the Lit shader and displays it in foldouts for each layer.
7 年前
GitHub
f11434e9
Merge pull request #362 from Unity-Technologies/BasicRenderPipelineXR
Add XR Support to BasicRenderPipeline
7 年前
Julien Ignace
7d46e579
"Simple" LayeredLit WIP
7 年前
GitHub
63179c80
Merge pull request #363 from Unity-Technologies/LighweightPipelineXR
Add XR Support to LightweightPipeline
7 年前
robbiesri
56270c88
Merge branch 'master' into LighweightPipelineXR
7 年前
robbiesri
4ebf9cfd
Fix clear code in LightweightPipeline
The clear code wasn't clearing depth if the camera clear flag was set to Skybox. The skybox rendering is dependent on depth being cleared initially, so it can fill in areas that opaque rendering hasn't covered. But right now, depth is not being cleared, which breaks rendering.
This is a temporary fix for the clear code, as it isn't entirely optimal for TBDR GPUs. Ideally, the first camera in the camera stack will clear both depth and color in order to prevent tile initialization. Then the following cameras will avoid color clearing as they will need to load the contents from the previous camera render. This code will be amended when Felipe adds camera stack support to LightweightPipeline.
7 年前
robbiesri
d46b51d7
Shader updates to support VR in BasicRenderPipelineShader.shader
The important changes here are actually to support stereo instancing and multiview.
I'm not sure if I need the multi_compile bit, but it's nice as an example.
7 年前
Julien Ignace
719e0012
Renamed LayeredLit shaders and UI classes to InfluenceLayeredLit.
7 年前
robbiesri
b643e952
Add intermediate blit path support to BasicRenderPipeline
7 年前
Julien Ignace
82232448
Renamed LayeredLit files to InfluenceLayeredLit
7 年前
robbiesri
34caf919
Shader changes to support XR in Lightweight Pipeline
7 年前
robbiesri
e4853716
Set up Intermediate Blit option on BasicRenderPipeline asset
Do some plumbing in order to set up a UI interface for BasicRenderPipeline, in order for the actual rendering to pick up this option. It will be used to configure an example intermediate target for rendering.
7 年前
GitHub
25438380
Merge pull request #361 from EvgeniiG/fix_refl_probe_sorting
Apply reflection probes in the order defined by their volume
7 年前
Julien Ignace
9ef9e63b
Renamed LayeredLit folder to InfluenceLayeredLit
7 年前
Evgenii Golubev
ae1d5714
Apply reflection probes in the order defined by their volume
7 年前
robbiesri
a3b2bb83
Script support for XR in LightweightPipeline
Script changes were relatively trivial.
The only real tricky part I ran into was that I had to change the temporary RT release point to after the final blit, because of how texture arrays work right now if you need to blit between them. If the reference is released too early, the texture is freed just before the blit. This only affects the Stereo Instanced path.
7 年前
robbiesri
8175f17d
Most basic support for XR in SRP
The most barebones version of XR support in SRP is just using the new APIs to stereo-ize culling, render setup (matrices, viewports, RTs), and draws.
7 年前
uygar
876f9979
Added dithering to cascade transitions. There are now two functions to choose from, to either blend between cascades doing two fetches, or dither doing just one fetch.
Added functions to query the world space position of a shadowmap sample.
7 年前