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
91937fed
HDRenderLoop: Merge FPTL - start light application
- all broken for now
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
Sebastien Lagarde
a91df7f9
HDRenderLoop: Merge FTPL - application of opaque tiled lists (untested)
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
Sebastien Lagarde
41117464
HDRenderLoop: FPTL Tile pass working with direct light, not working correctly with cubemap
8 年前
Sebastien Lagarde
4a757643
HDRenderLoop; General cleanup pass around OnDisable/Cleanup
8 年前
sebastienlagarde
2a67e7e3
HDRenderLoop: Remove camera from sky and use new Matrix4x4.LookAt instead
8 年前
Julien Ignace
4577e361
Fixed the way Utilities.GetViewProjectionMatrix works when given the LookAt parameters so that it matches the camera.worldToCameraMatrix APIs (fixed skybox temporary Cubemap from being flipped)
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
799fb598
Added a CommonSettings component to handle the choice of the SkyRenderer and later other global scene settings.
8 年前
Sebastien Lagarde
5d839c48
HDRenderLoop: Fix depthVS issue + introduce HDCamera
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
Julien Ignace
e5e20762
Fixed compilation after merge/update of native code.
8 年前
Tim Cooper
e9ce1c42
[srl]Implement c# changes to match the c++ code changes.
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
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
Julien Ignace
47800dae
Fixed a number of issues on PS4
- Some shaders not compiled for PS4
- Shaders testing depth when no depth buffer were bound (which works fine on DX11)
8 年前
sebastienlagarde
34ba21bb
HDRenderPipeline: Push draft for adding POM
8 年前
sebastienlagarde
b59196ee
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-ParallaxOcclusionMapping
8 年前
Tim Cooper
aa75277c
[refactoring] HDLoop to do nice allocate / deallocate based on instantiation of loop instances.
8 年前
Evgenii Golubev
020f5c12
Implement the full screen triangle shader
8 年前
Evgenii Golubev
d5c68fe1
Implement DrawFullscreen() with MRT support
8 年前
Evgenii Golubev
2bfdeef3
Output diffuse lighting into a separate render target
8 年前
Evgenii Golubev
212f861f
Use a new workaround for Utilities.DrawFullscreen()
8 年前
Evgenii Golubev
8b521e10
Merge branch 'master' into SSSSS
8 年前
Evgenii Golubev
d1ed6394
Split lighting for all materials into diffuse and specular
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
171302ee
Merge branch 'preview-cameras' into refactor-hdloop
Conflicts:
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
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
Chman
5cd2bb50
Removed useless code
8 年前
Tim Cooper
d6293d68
[SRP]Fix changed API
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
Tim Cooper
b999f813
fix formatting
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
Evgenii Golubev
60731810
Make improvements based on feedback
8 年前
Evgenii Golubev
5708bc95
Rename 'MaterialClass' to 'MaterialID' in the code (not the UI) to avoid confusion
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
Evgenii Golubev
be01c5e2
Perform proper bilateral filtering
8 年前
Evgenii Golubev
7cabcadf
Use DrawProcedural() for drawing full screen
8 年前
Evgenii Golubev
f17e4519
Pass properties to DrawProcedural
8 年前
Evgenii Golubev
a6f935fc
Use the stencil to avoid shading empty parts of the G-buffer
8 年前
Evgenii Golubev
c444fb8a
Add an option to globally disable SSS
8 年前
Evgenii Golubev
b764b1b3
Implement efficient depth linearization for oblique view frustums
8 年前
Julien Ignace
4bb0fc26
- Fixed a bug where setting sky settings to none would not removed the sky.
- Fixed a bug where setting the sky to none would not update correctly the default light probe and reflections
8 年前
Tim Cooper
c30d33b8
[Format]Reformat via format.pl to match the new conventions
8 年前
GitHub
ad277fc1
Merge pull request #206 from Unity-Technologies/Branch_FixNoSkyUpdate
Fixed various sky update issues when removing it
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
sebastienlagarde
7cfffb72
HDRenderPipeline: Clear coat model, expose specualr color model
8 年前
Evgenii Golubev
2da00de6
Set the ID of the SSS material to 0 and of the standard material to 1
8 年前
Evgenii Golubev
235b3f5e
Use the same stencil value for all non-SSS materials
8 年前
sebastienlagarde
dc6d3e84
HDRenderPipeline: Re-enable shadow atlas visualization + some clean
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
b088bb9a
HDRenderPipeline: Moive all shaders/compute into resources asset
+ fix an issue with building player with debug menu
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
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
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)
7 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
Thomas Hourdel
dcedff6e
Added motion vectors support; Refactored HDCamera
8 年前
Tim Cooper
8b0f6d4c
use pooling
8 年前
Tim Cooper
696ae193
Fixing memory allocations
8 年前
Evgenii Golubev
0a7924ff
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into hdrp_matrix
7 年前
Tim Cooper
0da91305
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into reduce-gc
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
7 年前
Tim Cooper
b1156959
[gc]Convert to pooling
7 年前
Evgenii Golubev
5570c647
Merge branch 'master'
7 年前
Evgenii Golubev
d8386bd4
Address the PR feedback
7 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).
7 年前
sebastienlagarde
801b76ed
Remove utilities function SetMatrixCS, SetMatrixArrayCS, SetVectorArrayCS and replace by correct API call
7 年前
sebastienlagarde
6ecb6edd
HDRenderPipeline: Reduce GC alloc by replacging call to Array.Sort by our own quicksort
7 年前
Thomas Hourdel
db994ece
Added support for jittered projection matrix; Fixed motion vectors
7 年前
Arnaud Carre
048901c2
adding profiling to C# scriptable loop code
7 年前
Evgenii Golubev
69b2a277
Implement computation of the view vector from the screen space coordinate
7 年前
sebastienlagarde
44423085
HDRenderPipeline: Update pathname that are use for resource creation after the directory have been reorganize
7 年前