sebastienlagarde
3011d36c
HDRenderPipeline: Bring back cluster code (but disable it)
7 年前
GitHub
847a8746
Merge pull request #356 from Unity-Technologies/Branch_FixCrashDebugPS4
Removed lighting computation from forward pass when doing debug. This caused crashes on PS4 due to uninitialized buffers.
7 年前
GitHub
36dc2912
Merge pull request #355 from Unity-Technologies/Precompute-ShaderIds
Precompute shaderids
7 年前
sebastienlagarde
edcb2bf5
More ShaderIds convertion
7 年前
sebastienlagarde
c688e5a6
Change all shaderIds name to their real name to avoid conflict with g_ and _
7 年前
sebastienlagarde
4dfbb936
Fix second merge issue
7 年前
sebastienlagarde
c22ec084
Fix after merge
7 年前
GitHub
a1018e5a
Merge pull request #354 from EvgeniiG/master
Make sure the stencil buffer is copied for the shader feature classification pass
7 年前
sebastienlagarde
8ad5a2cb
Merge remote-tracking branch 'refs/remotes/origin/master' into Precompute-ShaderIds
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
7 年前
GitHub
3e56725a
Update DebugViewMaterialGBuffer.shader
7 年前
Evgenii Golubev
09de458a
Make sure the stencil buffer is copied for the shader feature classification pass
7 年前
sebastienlagarde
ac1815de
Precompute ShaderIds to avoid allocation
7 年前
Julien Ignace
25d6c66e
Removed lighting computation from forward pass when doing debug. This caused crashes on PS4 due to uninitialized buffers.
7 年前
Julien Ignace
5a6b2e9c
Various fix for debug modes:
- Debug Diffuse Lighting albedo override now works correctly for SSS materials.
- GBuffer debug now only shows GBuffer enabled material (no more forward only materials)
- Changed previous fix of PS4 crash in ShaderPassForward (it caused debug lighting for transparent objects to break).
7 年前
GitHub
36fc976c
Merge pull request #353 from EvgeniiG/fix_mat_class_fwd
Perform the stencil test during the MaterialFeatureFlag generation
7 年前
GitHub
5b703a3f
Merge pull request #352 from Unity-Technologies/Branch_FixSkyExport
Branch fixskyexport
7 年前
Evgenii Golubev
860587d6
Perform the stencil test during the MaterialFeatureFlag generation
7 年前
GitHub
a8c5d6d8
Merge pull request #351 from Unity-Technologies/Branch_FixGBufferDebugPS4
Fixed GBuffer full screen debug pass to use DrawFullScreen instead of blit (blit would not work on PS4 with a shader that use only vertexIDs as input).
7 年前
Rune Stubbe
5f1e866a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
7 年前
GitHub
874a61d0
Merge pull request #350 from EvgeniiG/master
Disable caching of SSS parameters
7 年前
Evgenii Golubev
13d8a406
Disable caching of SSS parameters
7 年前
GitHub
f92ef9c5
Merge pull request #342 from EvgeniiG/opt_sss
Port SSS to compute with an LDS texture cache
7 年前
Rune Stubbe
94ab8e7f
Fixed tilesize mismatch in compute version of opaque clustered shading
Removed unused featureflag variants for opaque clustered shading
7 年前
Evgenii Golubev
a04a82ab
Merge branch 'master'
7 年前
sebastienlagarde
24050f4e
HDRenderPipeline: Fix an issue with single pass mode not working with SSS anymore
7 年前
sebastienlagarde
b26d474f
HDRenderPipeline: Fix issue in tilepass are light loop
7 年前
sebastienlagarde
eb67ed8f
HDRenderPipeline: A bit more cleanup and minor fix
7 年前
GitHub
d86ba083
Merge pull request #348 from Unity-Technologies/Rename-shaderopaque-deferred.compute
HDRenderPipeline: Rename ShadeOpaque => deferred.compute + AO can affect direct lighting
7 年前
sebastienlagarde
6a6e049c
HDRenderPipeline: Rename ShadeOpaque => deferred.compute + AO can affect direct lighting
- and clean the TilePassLoop to have less code duplication
7 年前
sebastienlagarde
2016f575
HDRenderPipeline: Move ShaderConfig.cs.hlsl to ShaderVariables.hlsl
7 年前
GitHub
7fd91c5d
Merge pull request #347 from Unity-Technologies/Cleaning-SplitEvaluation-+-classification
Add variant for material classification + clean split lighting evaluation
7 年前
sebastienlagarde
5ba18d3a
Add variant for material classification + clean split lighting evaluation
7 年前
GitHub
285372b9
Merge pull request #346 from Unity-Technologies/Arrange-area-light-call
Arrange area light call
7 年前
sebastienlagarde
ca212dbb
Merge remote-tracking branch 'refs/remotes/origin/master' into Arrange-area-light-call
7 年前
mmikk
bc44d60f
fix scene change issues when using NO_CUBE_ARRAY (grab from filips change on metal branch)
fix scene change issues when using NO_CUBE_ARRAY (grab from filips
change on metal branch)
7 年前
sebastienlagarde
69171f62
Main interface is now EvaluateBSDF_Area
7 年前
mmikk
e314c854
support orthographic projection in tiled lighting (fptl renderloop only atm)
support orthographic projection in tiled lighting (fptl renderloop only
atm)
7 年前
sebastienlagarde
aedb2fa6
HDRenderPipeline: Remove splitLigthEvaluation code from TilePass
7 年前
sebastienlagarde
e21dd529
HDRenderPipeline: Remove undesired defined
7 年前
sebastienlagarde
b2fcddbf
HDRenderPipeline: Split reference code of lit shaders to increase readability
7 年前
sebastienlagarde
4a85437d
HDRenderPipeline: Update material classification combination + update files due to version changed
7 年前
GitHub
a5a09659
Merge pull request #345 from Unity-Technologies/nan-debugviews
Added a NaN/Inf tracker to the debug modes
7 年前
Julien Ignace
d51497b8
Fixed HDRenderPipeline SkyExport to use Blit w/ scale API (so that the output texture is not upside down)
7 年前
GitHub
fc525a52
Merge pull request #344 from Unity-Technologies/movecs-debugview
Added a fullscreen debug view for motion vectors
7 年前
Evgenii Golubev
a67be182
Optimize the SSS shader for ALU
7 年前
Thomas Hourdel
c4976158
Added a NaN/Inf tracker to the debug modes
7 年前
Julien Ignace
93186c84
Fixed GBuffer full screen debug pass to use DrawFullScreen instead of blit (blit would not work on PS4 with a shader that use only vertexIDs as input).
7 年前
GitHub
06c76f2d
Merge pull request #343 from Unity-Technologies/Branch_TileDebugInMenu
Moved tile debug modes into debug settings (and debug menu).
7 年前
Evgenii Golubev
ee1a6e41
Disable the near field kernel by default
7 年前
Thomas Hourdel
a512c881
Added a fullscreen debug view for motion vectors
And it looks like camera motion vectors are mirrored...
7 年前