Julien Ignace
|
6cf5f4d4
|
Manually re-applied and fixed screen space shadow code after big merge of master that moved every files.
|
7 年前 |
Julien Ignace
|
4919b7ad
|
Merge branch 'master' into Branch_ScreenSpaceShadows
# Conflicts:
# ScriptableRenderPipeline/Core/ShaderLibrary/Random.hlsl
# ScriptableRenderPipeline/Core/Shadow/AdditionalShadowData.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDStringConstants.cs
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/Editor/HDLightEditor.Styles.cs
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/Editor/HDLightEditor.cs
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/DeferredDirectionalShadow.compute
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
# ScriptableRenderPipeline/HDRenderPipeline/ShaderVariablesFunctions.hlsl
|
7 年前 |
Evgenii Golubev
|
170a4fb7
|
Make SampleInScatteredRadianceAndTransmittance() return transmittance
|
7 年前 |
Evgenii Golubev
|
38e10475
|
Make the code less Italian by removing issues caused by copy-pasta
|
7 年前 |
Evgenii Golubev
|
7e74580b
|
Merge branch 'master'
|
7 年前 |
Evgenii Golubev
|
b323dae6
|
Small bugfixes
|
7 年前 |
Evgenii Golubev
|
523323d4
|
Switch back to the regular alpha blending
|
7 年前 |
Evgenii Golubev
|
80d8a4bc
|
Move HomogeneousFog component
|
7 年前 |
Evgenii Golubev
|
b61606f0
|
Use real in Filtering.hlsl
|
7 年前 |
Evgenii Golubev
|
39e3d26a
|
Add comments
|
7 年前 |
Evgenii Golubev
|
69102f84
|
Remove the "in" qualifier
|
7 年前 |
Evgenii Golubev
|
0666c94b
|
Rename intersection functions for consistency
|
7 年前 |
Evgenii Golubev
|
92e0a559
|
Merge BoxRayIntersect() and IntersectRayAABB()
|
7 年前 |
Evgenii Golubev
|
decbf974
|
Clearing a 3D texture doesn't seem to work
|
7 年前 |
Evgenii Golubev
|
6cfd56fe
|
Enable opaque atmospheric scattering for volumetric lighting
|
7 年前 |
Evgenii Golubev
|
51cdd667
|
Move some files
|
7 年前 |
Evgenii Golubev
|
b8684ef4
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into volumetrics
|
7 年前 |
Evgenii Golubev
|
c86b3214
|
Merge branch 'master'
|
7 年前 |
Evgenii Golubev
|
c54f7d45
|
Add a missing *.meta file
|
7 年前 |
Evgenii Golubev
|
1a5253aa
|
Disable volumetrics
|
7 年前 |
Evgenii Golubev
|
8a1d4d6b
|
Fix initialization bug
|
7 年前 |
Evgenii Golubev
|
9d6e296f
|
Add a comment
|
7 年前 |
Evgenii Golubev
|
abd2e6a8
|
Factor out VBuffer code
|
7 年前 |
Evgenii Golubev
|
9ad0328e
|
Update comment
|
7 年前 |
Evgenii Golubev
|
3edb0ad6
|
Add support for multiple VBuffer views
|
7 年前 |
Evgenii Golubev
|
389ea636
|
Move the volumetric lighting preset to ShaderConfig
|
7 年前 |
Evgenii Golubev
|
24634f16
|
Reduce the reliance on macros for sampling the V-Buffer
|
7 年前 |
Evgenii Golubev
|
14a2be10
|
Implement biquadratic filtering of the volumetric lighting
|
7 年前 |
Evgenii Golubev
|
4d0996e2
|
Use HW trilinear filtering for V-Buffer sampling
|
7 年前 |
GitHub
|
cf64846a
|
Update comment
|
7 年前 |
Evgenii Golubev
|
0e919cf3
|
Add a TODO
|
7 年前 |
Evgenii Golubev
|
bfa0fe64
|
Reintroduce the sampling pattern rotation
|
7 年前 |
GitHub
|
811cea70
|
Add a comment about animated lights
|
7 年前 |
GitHub
|
cc837bbc
|
Add comments
|
7 年前 |
Evgenii Golubev
|
924b5cb4
|
Add a hack to reduce flickering due to undersampling
|
7 年前 |
Evgenii Golubev
|
6b3fada4
|
Remove the pattern rotation and add comments
|
7 年前 |
Evgenii Golubev
|
12ec89ac
|
Rotate the sampling pattern by 15 degrees in order to maximize the resolution along X and Y
|
7 年前 |
Evgenii Golubev
|
0bc6de30
|
Use RGBHalf - appears to be fixed
|
7 年前 |
GitHub
|
485035dc
|
Replace '>' with '!=', might be faster
|
7 年前 |
Evgenii Golubev
|
3bacf43d
|
Add a kernel without reprojection just for the Editor
|
7 年前 |
Evgenii Golubev
|
ee6179f1
|
Add more comments
|
7 年前 |
Evgenii Golubev
|
97ac113b
|
Add sphere-packed offsets in XY
|
7 年前 |
Evgenii Golubev
|
a98ff7da
|
Merge branch 'volumetrics' of https://github.com/EvgeniiG/ScriptableRenderLoop into volumetrics
|
7 年前 |
GitHub
|
9d856f65
|
Do not use division, prefer rcp()
|
7 年前 |
Evgenii Golubev
|
104a7bbc
|
Document exponential moving average and update the blend factor
|
7 年前 |
Evgenii Golubev
|
0bdfbf03
|
Add a centered ray direction to better support screen space stratification
|
7 年前 |
Evgenii Golubev
|
a013ecb1
|
Improve the reprojection quality
|
7 年前 |
Evgenii Golubev
|
aaf02499
|
Add a #define to control reprojection
|
7 年前 |
Evgenii Golubev
|
8df9f3db
|
Add some jittering
|
7 年前 |
Evgenii Golubev
|
2b8a0127
|
Reproject voxel lighting only
|
7 年前 |