sebastienlagarde
ed55ce8f
HDRenderPipeline: Clean debgu settings
- Merge debugViewMaterial with Lightingdebug mode into a DisplayDebug
(less pass)
- Clean debug code, remove useless file
8 年前
Julien Ignace
c31d6106
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_DebugMenu
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs
# Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.asset
8 年前
Julien Ignace
5708842d
Fixed compilation after merge and small menu layout mistake.
8 年前
Julien Ignace
25092737
Simplified (hopefully) the way we display material and lighting debug modes.
Material/Engine/Attributes/GBuffer are now clearly separated in the UI.
8 年前
Julien Ignace
20413141
First version of debug menu serialization and undo/redo
8 年前
Julien Ignace
6fd2dc66
Renamed debug menu classes for consistency
- DebugMenuItem => DebugItem
- DebugMenu => DebugPanel
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
53adf662
HDRenderPipeline: Small fix on the debug material generated path
8 年前
Sebastien Lagarde
0c9cfa60
HDRenderPipeline: Fix small issue with Assert trigger when it shouldn't
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
6b2abb76
- Updated FrameRate/Time debug view with using SmoothDT
- Workaround for destroyed GameObjects being accessed when leaving playmode.
8 年前
Julien Ignace
278154db
Added FullScreenDebug modes and implemented it for SSAO.
8 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
Julien Ignace
8db13baa
Refactored shadow map debug views. Now ShadowMap implementation is responsible for display.
8 年前
Julien Ignace
70b0ab1e
User can now display shadow map of the currently selected light.
8 年前
uygar
0cf2dd7b
Added min/max values to the shadowmap debug drawer to control the output value range. Also added controls for the new values to the lightingdebug panel.
8 年前
sebastienlagarde
0baf8247
Add debug view mode to know which objects have tessellation
7 年前
sebastienlagarde
6b6d2b53
Add view mode properties for lightmap, depth offset and per pixel displacement
7 年前
Julien Ignace
292b0868
Moved tile debug modes into debug settings (and debug menu).
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
Thomas Hourdel
c4976158
Added a NaN/Inf tracker to the debug modes
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
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
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
Julien Ignace
f9fe42af
Split FullScreenDebugMode in the debug menu between Lighting and Rendering panels
7 年前
Julien Ignace
d4b9dd15
Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting.
7 年前
sebastienlagarde
5d0125b2
HDRenderPipeline: Rename diplacement to vertex displacement and add a per pixel dispalcement scale (not done)
- And expose debug display properties
7 年前
Thomas
2cdd3c12
Moved most of HDRP utilities to Core
7 年前
Frédéric Vauchelles
90b2eb1e
Added refraction, roughness refraction and transparency absorption
7 年前
Thomas
076b0d65
Cleaned up unused usings
7 年前
Thomas
9582c28d
Moved back GetRenderPipelineMaterialList to HDUtils as it's HDRP specific
7 年前
sebastienlagarde
551e98f0
Refactor the UI to have vertex, pixel and tessellation displacement
- This commit will break the data that use displacement
7 年前
Julien Ignace
6b716493
Added global fog toggle.
7 年前
Sebastien Lagarde
87019308
Remove old SSAO code
- Remove old SSAO
- SSAO now work with forward (as only require depth buffer)
7 年前
Frédéric Vauchelles
bb7f87de
Added debug display for pyramids
7 年前
Frédéric Vauchelles
1e32285e
Renamed PreTransparent to PreRefraction
7 年前
Julien Ignace
1e8876bf
Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_FogAndProceduralSky
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs
# ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl
7 年前
sebastienlagarde
bcd7b928
HDRenderPipeline: Add debug mode for SSAO/GTAO
7 年前
Sebastien Lagarde
36f3cfd4
merge unity 2017.3
7 年前
Sebastien Lagarde
69f19bc0
HDRenderPipeline: Add support of shadow mask (Disabled in 2017.3) - require C++ change
- Create clearColorAllBlack to have color with alpha channel with 0 for
clear.
- Add shadowmask and occlusion probe sampling functions
- Add various debug feature for shadow mask
- Refactor GBuffer manager
- Add SHADOWS_SHADOWMASK keyword to our various lit and debug shader
- In deferred, SHADOWS_SHADOWMASK add an extra GBuffer
- Create a BakeLightingData that contain bakeDiffuseLighting +
bakeShadowMask
- Update all lightLoop call with this new BakeLightingData struct, pass
it to EvaluateBSDF_XXX function
- Move #pragma multi_compile from .shader to pass that require it
(unsure if this save variant)
7 年前
sebastienlagarde
df9f236e
HDRendeRPipeline: Use Last member for enum
7 年前
Sebastien Lagarde
2b182986
HDRenderPipeline: Update tile/cluster debug menu
7 年前
Julien Ignace
2b609ae4
- Split Debug classes in separate files
- Free Camera controls are now disabled when debug menu is enabled.
7 年前
Robert Srinivasiah
d71a9b3a
Debug option to disable stereo paths
7 年前
Julien Ignace
5a107310
Renamed TilePass to LightLoop
7 年前
Robert Srinivasiah
450bb70b
Fix mismatched option name and debug menu item
Too many local branches -_-
7 年前
Julien Ignace
92a18712
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RenameTilePass
# Conflicts:
# SampleScenes/HDTest/GraphicTest/RealtimeCubemaps/LightingData.asset
# SampleScenes/HDTest/GraphicTest/RealtimeCubemaps/ReflectionProbe-1.exr
# SampleScenes/HDTest/GraphicTest/RealtimeCubemaps/ReflectionProbe-2.exr
# ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
7 年前
Robert Srinivasiah
ea2646a5
Merge remote-tracking branch 'origin/master' into xr-hdrp_options
Merge conflicts had to do with moved RenderingDebugSettings and TilePass->LightLoop rename
7 年前
sebastienlagarde
a8480a83
First draft
7 年前
Sebastien Lagarde
b8b6dd9b
Push second draft
7 年前
sebastienlagarde
1dc58532
Add global/local/debug system (Working version)
7 年前
sebastienlagarde
cf6142d2
Another no compiling draft
7 年前
sebastienlagarde
db2bdfc0
More dfraft
7 年前
Sebastien Lagarde
9bf2a15f
Add a static function to register framesettings to debug windows
7 年前
lyndon homewood
430ca284
Added mip debugging support
(Partially disabled pending c++ support for debug data upload.)
7 年前
lyndon homewood
595016ea
Moved MipMap Debug rendering to its own mode.
Improved the visualisation of mip ratio to handle mip reduction.
Improved the mip level count visualisation now mip streaming shown more clearly in other mip debug mode
Moved common shader functions to HLSL file
7 年前
lyndon homewood
064d57c1
Merge branch 'feature/mip-debug' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into feature/mip-debug
# Conflicts:
# ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl
7 年前
lyndon homewood
497b961d
Removed feature requiring c++ support
7 年前
sebastienlagarde
d1c884e4
Add Lux meter debug mode
7 年前
Sebastien Lagarde
8820a5f9
Update LuxMeter debugview
7 年前
sebastienlagarde
6c8462a0
Refactor all the code of colorpicking to make a more general version
7 年前
Frédéric Vauchelles
df67690c
[PlanarRelfection] Fixed projection for plaanr reflection, added debug mode for proxy volumes
7 年前
Frédéric Vauchelles
eba4a6c3
[PyramidBuffer] use screen size for depth pyramid
7 年前
Frédéric Vauchelles
08ea5f15
[ColorPyramid] Added debug mips for color pyramid
7 年前
Frédéric Vauchelles
f84484dc
[ScreenSpaceProjection] added debug modes
7 年前
sebastienlagarde
9afa4d41
First draft
7 年前
GitHub
9f5cddad
Merge pull request #892 from Unity-Technologies/feature/ReflectionRefraction
Use fullscreen depth/color pyramids
7 年前
Frédéric Vauchelles
672c909b
Merge branch 'master' into feature/ScreenSpaceProjection
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/SceneViewDrawMode.cs.meta
# Tests/Scripts/Editor/GraphicTests/Framework/TestResultWindow.cs.meta
7 年前
Julien Ignace
a4625b1c
Fixed Depth/Color pyramid after last merge
7 年前
Julien Ignace
b7720c36
Fixed an issue with debug menu item for Pyramid mips and another one with planar reflection render texture initialization.
7 年前
Frédéric Vauchelles
78ba9e5b
Merge master
7 年前
Frédéric Vauchelles
210bb00c
(wip) screen space tracing debug
7 年前
Thomas
45dc22f9
Refactored the debug menu
Now with proper serialization in the editor and better runtime UI capabilities
7 年前
sebastienlagarde
bcc645de
Fixed various issues with debug window
- Fixed Shadow Atlas index.
- Fixed DebugManager.instance.displayRuntimeUI breaking after domain reload
- Removed wrong "Last" entries in material debug.
- Fixed Frame Settings debug not being removed correctly on camera disable.
- Frame Settings debug layout is now the same as the regular UI.
7 年前
Julien Ignace
8c4ec6a4
- Visualize Cascade debug mode now fades to white instead of black
- Removed jittering when having TAA but looking at debug views.
- Fixed Rendering Debug menu not being removed correctly on domain reload.
7 年前
Frédéric Vauchelles
d1dfdb4e
Merge branch 'master' into feature/ScreenSpaceProjection
# Conflicts:
# SampleScenes/HDTest/PlanarReflectionTests.unity
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/LightingDebugPanel.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
7 年前
Frédéric Vauchelles
080df525
Fixed indentation
7 年前
sebastienlagarde
e519cc25
HDRenderPipeline: Add specular color debug override
7 年前
Frédéric Vauchelles
801f262f
debug fixes
7 年前
Frédéric Vauchelles
fb9b45ba
Update screen space tracing for refractions
7 年前
GitHub
992a18a3
Merge pull request #1100 from Unity-Technologies/Branch_VariousFixes
Various bug fixes
7 年前
Frédéric Vauchelles
ae245c12
Updated debug for screen space tracing
7 年前
Frédéric Vauchelles
c2126e91
Added bruteforce screen space tracing
7 年前
Frédéric Vauchelles
070dec58
Added int to switch between raymarching algorithm for testing purpose
7 年前
Frédéric Vauchelles
a30e7108
Fixed HiZ raymarching
7 年前
Frédéric Vauchelles
5ab7101f
Moved algorithm selection to shader variant
7 年前
uygar
32641789
Enabled support for rendering into slices as the runtime supports it now.
Fixed an error in the atlasing logic.
7 年前
Frédéric Vauchelles
54c257c8
Force update on debug statistics panel
7 年前
Frédéric Vauchelles
26ba0cae
Renamed properly variables
7 年前
Julien Ignace
36fb4e21
Added debug exposure parameter to several debug modes.
7 年前
Julien Ignace
51790cf9
(WIP) Added debug exposure to material debug views.
7 年前
lyndon homewood
dc5e1aa0
Enabled the texture streaming debugging update in 2018.2
7 年前
Julien Ignace
a851ac6e
Hide debug exposure entry when no related debug mode is enabled.
7 年前
Frédéric Vauchelles
253790d4
Renamed properly buffer pyramid variables
7 年前
Frédéric Vauchelles
4fbb1c4f
(wip) Added refraction model
7 年前
Frédéric Vauchelles
412bd010
Merge master
7 年前
Frédéric Vauchelles
5ef1d97f
(wip) Added debug for proxy and hiz refraction modes
7 年前
Frédéric Vauchelles
c96eb98a
(wip) Fixed refraction with sky proxy
7 年前
Frédéric Vauchelles
2169fc40
Added debug hints
7 年前
Frédéric Vauchelles
7c52d2d3
Renamed Flags.ForceUpdate => Flags.EditorForceUpdate
7 年前
Frédéric Vauchelles
f3b17b2a
Fixed debug issue
7 年前
Frédéric Vauchelles
659b634a
Added wip pass for SSReflection
7 年前
Frédéric Vauchelles
3b63c854
wip SSR
7 年前
Frédéric Vauchelles
ae848a9d
fixed forward SSR
7 年前
Sebastien Lagarde
016a2305
HDRenderPipeline: Fix shader and C# warning + re-arrange lightloop for env
7 年前
Frédéric Vauchelles
4bd00e90
Merge master
7 年前
sebastienlagarde
9298afe1
Remove osbole debug mode: EnvironmentProxyVolume and EnvironmentSampleCoordinates
7 年前
Frédéric Vauchelles
09596c67
Merge branch 'master' into feature/SSR
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
7 年前
Frédéric Vauchelles
b6f0098d
(wip) SSR for deferred
Toggle for SSR
7 年前
sebastienlagarde
5799a070
Fix issue with override value in debug
7 年前
Paul Melamed
cef12462
Add debug decal atlas view.
7 年前
Frédéric Vauchelles
d9f5b4f5
Merge branch 'master' into feature/SSR
# Conflicts:
# ScriptableRenderPipeline/Core/CoreRP/Textures/RTHandleSystem.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDUtils.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/BufferPyramid.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyManager.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyRenderingContext.cs
7 年前
Frédéric Vauchelles
a7658549
Various fixes
7 年前
Frédéric Vauchelles
fa865764
Updated: small fixes
7 年前
GitHub
3ab57ba8
Merge pull request #1116 from lyndon-unity/master
Enabled the texture streaming debugging for 2018.2+
7 年前
Frédéric Vauchelles
8676f2e5
Merge master
7 年前
Frédéric Vauchelles
b222ccef
Added linear raymarching in HiZ
Fixed HiZ reflection
7 年前
Frédéric Vauchelles
7df2f723
Refactoring and adding linear raymarch for Hiz and proxy
7 年前
Frédéric Vauchelles
201a9b48
Debug fixes
7 年前
Frédéric Vauchelles
1d5f8d15
fixed SSR artifacts
7 年前
Frédéric Vauchelles
576ebd36
HiZ: Raymarch behind surfaces
7 年前
Frédéric Vauchelles
638799d0
Fixed hit weight calculate
Updated debug modes
7 年前
Frédéric Vauchelles
27865707
Reproject SSR with motion vectors
Added HiZ cell mip diff debug
7 年前
Frédéric Vauchelles
f994c6c3
displaye sampled color in HiZ for debug
7 年前
Frédéric Vauchelles
262145d7
Added debugs
Fixed screen space ray computation
7 年前
Frédéric Vauchelles
d5c1a104
Added toggle to raymarch behind objects
several stability fixes
7 年前
Tim Cooper
fafb59af
Run code formatter.
7 年前
sebastienlagarde
67c1ca49
Remove UNITY_2018_2_OR_NEWER define (as we are on 2018.2)
7 年前
Antoine Lelievre
c19674c0
Added false color debug mode
False color debug mode in the rendering tab of the debug wnidow
7 年前
Antoine Lelievre
b3d835fa
Begin to fix the color picker intensity for luxmeter (not enough precision right now)
7 年前
Julien Ignace
1d575195
- Frame Settings debug panel now uses foldouts
- Fixed a few types (frame time, light loop settings)
6 年前
Antoine Lelievre
03c9b17a
Add option to disable light by type in the debug menu
6 年前
Antoine Lelievre
c278bbee
Simplified Show light type debug settings
6 年前
sebastienlagarde
26c608bb
Move files to screenspace lighting and move Reflection enum in it
6 年前
sebastienlagarde
4a415b0c
rename deferredShadow => screenspaceshadow + change to RG16
6 年前
Anis Benyoub
e30715d6
Implement an option to display the light volumes of Point, Spot, Line, Rectangular Lights and Reflection probes
Add a singleton that generates basic Meshes to avoid regenerating them at every frame in debug mode
6 年前
Yao Xiao Ling
6e836668
Implement mipmap debug mode for terrain.
6 年前