sebastienlagarde
fb24c2f6
HDRenderLoop: Remove Assets/ScriptableRenderLoop/ShaderLibrary from header path
8 年前
sebastienlagarde
1a1f4a3a
HDRenderLoop: Add area light precomputed table
8 年前
GitHub
ba628504
Merge pull request #4 from Unity-Technologies/AreaLight
Arealight
8 年前
sebastienlagarde
3234ad1e
HDRenderLoop: Add area light code (not working)
8 年前
sebastienlagarde
94bea850
Merge remote-tracking branch 'refs/remotes/origin/master' into AreaLight
8 年前
mmikk
b55fa843
added shader and script side for conventional forward
added shader and script side for conventional forward
8 年前
Sebastien Lagarde
caf80e26
HDRenderLoop: Add area light support, first draft
8 年前
mmikk
ede892d1
do a depth pre-pass for forward opaques
do a depth pre-pass for forward opaques.
Enable light map and probe per mesh.
Separate forward into opaques and transparencies.
8 年前
sebastienlagarde
73c7979a
Merge: missing file
8 年前
sebastienlagarde
ba4ec92e
Merge remote-tracking branch 'origin/master'
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoopInspector.cs
8 年前
vlad-andreev
3e91c5e0
code cleanup part deux
8 年前
vlad-andreev
ef44a1f3
[fptl] first pass at code cleanup and coding conventions compliance
8 年前
Tim Cooper
bae5428b
add formatting helper to repository
8 年前
sebastienlagarde
cc40fcbe
HDRenderloop: Add useForwardOnly option
8 年前
Aras Pranckevicius
48cd6d9a
API change: ComputeDispatch -> DispatchCompute
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
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
ba76c316
HDRenderLoop: Move a lot of files for better classification
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
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
sebastienlagarde
510e127a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
GitHub
c081640f
Update readme
8 年前
sebastienlagarde
524694c1
HDRenderloop: very Minor update
8 年前
Aras Pranckevicius
f1c43935
Always do HDR in FPTL test, switch albedo buffers to LDR
8 年前
Aras Pranckevicius
f3056d0a
Update git ignores
8 年前
Aras Pranckevicius
370ba5f9
Cleanup unnecessary files
8 年前
GitHub
5c1656e1
Added license
8 年前
GitHub
ebad79a0
Added readme
8 年前
Aras Pranckevicius
3333b3d3
FPTL: fix decoding of emission buffer
8 年前
Aras Pranckevicius
1a967df9
API changes update: renamed RendererConfiguration members
8 年前
Sebastien Lagarde
a71d48c9
HDRenderLoop: Fix a warning
8 年前
Peter Bay Bastian
68ec6c34
Typo in AbstractGraphDataSource.MapType(Type)
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
Peter Bay Bastian
a6b9b337
Extracted type mapping of AbstractGraphDataSource into own function
8 年前
mmikk
aca1be24
prepare for available emission
prepare for available emission and remove emission buffer as source
8 年前
Peter Bay Bastian
60926063
ColorNodeData now re-uses the underlying list returned by GetControlData()
MaterialNodeData.Initialize(INode) is now virtual, so that e.g. ColorNodeData can override and do initialization of it's own first.
Implemented item reference checking for lists in NodeDrawer and MaterialNodeDrawer
8 年前
runestubbe
b8491dc1
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Tim Cooper
bfb2bedd
[Material graph]ctrl + F1 save graph (temp)
8 年前
sebastienlagarde
dc88f7bf
HDRenderLoop: Continue to add misc function (intersection, aniso support)
8 年前
runestubbe
dea646ba
Lightlistbuild optimizations
Calculate linear depths as part of depth min/max calculation to avoid
fetching depth twice.
Store camera dimensions in uniforms instead of using GetDimensions
8 年前
Tim Cooper
57c91c90
[material graph]Run code formatter.
8 年前
sebastienlagarde
02b23d6e
HDRenderloop: fix issue after merging
8 年前
Tim Cooper
860a7a67
[Material Graph]delete edge + vector 1 node drawing.
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
Tim Cooper
2ea489dd
[Material Graph] Tidy view + fix css + add time update nodes in again.
8 年前
mmikk
56b1c9d5
separating out some utility functions which make sense for conventional fwd as well as tiled.
separating out some utility functions which make sense for conventional
fwd as well as tiled.
8 年前
Tim Cooper
ab7317bb
[Mat Graph]Run code formatter
8 年前
mmikk
cde3f5db
minor crap
minor crap
8 年前
Tim Cooper
1b049752
[Material Graph] Rename and reorganise the repository.
8 年前
mmikk
08e41ba8
include quick sphere test in fptl as well
include quick sphere test in fptl as well
8 年前