Evgenii Golubev
aa6bf886
Implement the initial version of the SSS algorithm
8 年前
Evgenii Golubev
3e4a07ec
Rename '_FilterWidth' to '_FilterRadius'
8 年前
Evgenii Golubev
df6d69e8
Implement the initial version of custom SSS filters
8 年前
Evgenii Golubev
e4af7f76
Improve bilateral weighting
8 年前
Evgenii Golubev
1014d65e
Improve bilateral weighting and alpha blending
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
20a45ba0
Use per-pixel SSS radius scale
8 年前
Evgenii Golubev
b3db0917
Allow for multiple SSS profiles
8 年前
Antti Tapaninen
8c1ebfeb
explicitly set _CameraDepthTexture precision
8 年前
Evgenii Golubev
3c0d55d7
Disable blending during the first SSS pass
8 年前
Evgenii Golubev
be01c5e2
Perform proper bilateral filtering
8 年前
Evgenii Golubev
00ba8344
Remove the bilateral scale and store RGB (1 / (2 * WeightedVariance))
8 年前
Evgenii Golubev
5c69bd3c
Fix bilateral weighting
8 年前
Evgenii Golubev
580ddd97
Perform runtime weight normalization
8 年前
Evgenii Golubev
1de4ebd0
Use more efficient parameter clamping
8 年前
Evgenii Golubev
0d77adff
Implement faster (achromatic) bilateral weighting
8 年前
Evgenii Golubev
538bf3b2
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Evgenii Golubev
c962132e
Properly capitalize "Full Screen"
8 年前
Antti Tapaninen
ec00ad07
fix metal pipeline creation error about "fragment shader color output does not have enough component for the pixel format"
8 年前
Evgenii Golubev
e5974544
Factor out 'halfRcpVariance'
8 年前
Evgenii Golubev
a6f935fc
Use the stencil to avoid shading empty parts of the G-buffer
8 年前
Evgenii Golubev
750eb7b3
Improve SSS parameter caching
8 年前
Sebastien Lagarde
a1e0f1e9
Rename scriptableRenderLoop Folder to ScriptableRenderPipeline
- Rename all "loop" name to "pipeline" name for FPTL/Basic/HD
- Update all include in HDRenderPipeline to match C++ #include path that
is Asset/ScriptableRenderPipeline
Caution: This PR require the new C++ code
8 年前
Evgenii Golubev
ff92221a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
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
2b3c73fa
Changed the way we handle reading into the bound depth buffer.
- Now Depth buffer is not copied anymore on PS4
- On other platform, depth buffer is used only once and the copy is used as a texture in all shader that need it. Depth Buffer Render Target is no longer changed.
8 年前
GitHub
5cb0e855
Merge pull request #173 from Unity-Technologies/Branch_CopyDepthTexture
Branch copydepthtexture
8 年前
Evgenii Golubev
d75bcfa1
Implement 3 texturing modes for SSS
8 年前
Evgenii Golubev
a1d1560a
Increase the number of SSS samples to 11
8 年前
runes
c445e599
Explicit tile coordinates in GetPositionInput.
~10% faster tile deferred light evaluation in compute
8 年前
Evgenii Golubev
d8bae2f5
Reduce the maximal SSS radius
8 年前
sebastienlagarde
ddd7d5d5
HDRenderPipeline: Change all include shader absolute path to relative path
8 年前
Evgenii Golubev
c05830f9
Remove the default SSS profile
8 年前
Evgenii Golubev
c059e4d2
Use GBUFFER macros for the SSS pass
8 年前
Evgenii Golubev
ced19359
Make the SSS texturing mode a profile-local property
8 年前
runes
918c1797
Feature flags now also include material/gbuffer flags.
8 年前
Evgenii Golubev
08b5e482
Improve the performance and the quality of the SSS pass
8 年前
Evgenii Golubev
bfefc746
Tweak the SSS energy preservation fix
8 年前
sebastienlagarde
314924b2
HDRenderPipeline: Fix issue with SSS + add test scene
8 年前
Evgenii Golubev
c0b4b9e8
Optimize SSS with an early-out based on the distance and the radius
8 年前
Evgenii Golubev
e42b32e9
Implement a more accurate heuristic to avoid the cost of SSS filtering
8 年前
Evgenii Golubev
9c734442
Add an SSS_DISTANCE_SCALE to allow for a wider range of standard deviations
8 年前
Evgenii Golubev
162d8e01
Disney SSS WIP
8 年前
Evgenii Golubev
1a787e97
Improve the quality of bilateral weighting
8 年前
Evgenii Golubev
a92b6036
Implement transmission for Disney SSS
8 年前
Evgenii Golubev
17647325
Multiply transmittance by the surface albedo
8 年前
Evgenii Golubev
92b0ced1
Reduce SSS artifacts
8 年前
sebastienlagarde
81dd6661
HDRenderPipeline: Fix SSS display with diffuse only display mode
8 年前
Evgenii Golubev
16e113df
Modify SSS artifact clamping
8 年前
Evgenii Golubev
0f73ed45
Compute the dims of the pixel in VS more accurately
8 年前
Evgenii Golubev
e146d124
Add the world scale to the SSS pass
8 年前
Evgenii Golubev
9c98dd63
Move the world scale into the SSS pass
8 年前
Evgenii Golubev
f615c681
Switch to Fibonacci for Disney profile sampling
8 年前
Evgenii Golubev
dcecf746
Implement the initial version of SSS LOD
8 年前
Evgenii Golubev
b115911f
Factor out common SSS functionality using a macro
8 年前
Evgenii Golubev
00b76f97
Improve macro formatting
8 年前
Evgenii Golubev
142f24b6
Update a comment
8 年前
Evgenii Golubev
ab2f7238
Update the comment
8 年前
Evgenii Golubev
f18ff8b5
Make the SSS LoD threshold configurable
8 年前
Evgenii Golubev
2a77fce9
Remove `continue`
8 年前
Evgenii Golubev
c6e79da9
Clean up the shader a bit
8 年前
Evgenii Golubev
8ab425ef
Factor out the SSS_LOOP()
8 年前
Evgenii Golubev
67458b44
Clean up a bit
8 年前
Evgenii Golubev
1a5832f4
Increase the SSS disable threshold
8 年前
Evgenii Golubev
5d761a88
Rename for clarity
8 年前
Evgenii Golubev
9dabf987
Add a comment
8 年前
Evgenii Golubev
f1785861
Use a separate shape parameter for transmission
8 年前
sebastienlagarde
f11eea5a
HDRenderPipeline: Update project settings + coment #pragma for shader debug to lower memory usage
8 年前
GitHub
088f3a4d
Add an option to disable bilateral filtering in SSS
8 年前
GitHub
def8d068
Small bugfix
8 年前
GitHub
3542318a
Remove incorrect PDF rescaling from the SSS code
8 年前
Evgenii Golubev
d238793c
Add the old SSS model back
8 年前
Sebastien Lagarde
0373fa24
HDRenderPipeline: Add reference mode for SSS
8 年前
sebastienlagarde
fd7b61ab
Switch to the single-color SSS parametrization
8 年前
Evgenii Golubev
ad52d33f
Improve handling of the radius of 0
8 年前
Evgenii Golubev
f6034d4c
Revert the 'disctScale' test change
8 年前
Evgenii Golubev
9a651afa
Add the bilateral toggle support for the basic SSS model
8 年前
Evgenii Golubev
d752b30a
Fix the bug with the radius scale in SSS
8 年前
Evgenii Golubev
659a047c
Remove unnecessary preprocessor tests
8 年前
sebastienlagarde
f79e6c68
HDRenderPipeline: Add comment to SSS and introduce min fp16 value
8 年前
Evgenii Golubev
c092103a
Merge branch 'master'
8 年前
Evgenii Golubev
2ecf7c3d
Implement world-space tangent plane integration
8 年前
Evgenii Golubev
288c9b13
Add an SSS_CLAMP_BLEED option
8 年前
Evgenii Golubev
02f3c36a
Rename preprocessor definitions
8 年前
Evgenii Golubev
2cac41ab
Optimize tangent plane SSS
8 年前
Evgenii Golubev
0207e772
Enable more color bleeding by default for the Disney SSS
8 年前
Evgenii Golubev
0a7924ff
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into hdrp_matrix
8 年前
Evgenii Golubev
5140b73c
Add a view-space normal visualization mode for the Disney SSS
8 年前
Evgenii Golubev
98c12207
Add sampling helpers
8 年前
Evgenii Golubev
5eba7930
Use the radius of the central sample in the shader
8 年前
Evgenii Golubev
0d19f596
Make the comment less ambiguous
8 年前
Evgenii Golubev
5570c647
Merge branch 'master'
8 年前
sebastienlagarde
4454d78a
HDRenderPipeline: Optimize SSS screen pass
8 年前
GitHub
4ecb9cb0
Add debug LoD viz for the Jimenez SSS
8 年前
Evgenii Golubev
8be8c50b
Fix tangent space SSS integration
8 年前
Evgenii Golubev
c2f786f1
Merge branch 'master' of https://github.com/EvgeniiG/ScriptableRenderLoop into hdrp_matrix
8 年前
Evgenii Golubev
b487accf
Remove an old comment
8 年前
Evgenii Golubev
c4d72f2c
Add a stencil copy, fix the deferred CS and enable it by default
7 年前
Evgenii Golubev
7894e720
Rename SSS stuff for simplicity and consistency
7 年前
Evgenii Golubev
98cec915
Port SSS to compute with an LDS texture cache
7 年前
Evgenii Golubev
41ed2b47
Remove the Disney model from the pixel shader
7 年前
sebastienlagarde
2016f575
HDRenderPipeline: Move ShaderConfig.cs.hlsl to ShaderVariables.hlsl
7 年前
Evgenii Golubev
a04a82ab
Merge branch 'master'
7 年前
Peter Bay Bastian
a1133cd9
Update #includes of ShaderLibrary to new path
7 年前
Evgenii Golubev
9ce510e5
Add additional shader passes + clean-up
7 年前
Mikko Strandborg
a2a3c47b
Add vulkan to the list of only_renderers in all the shaders
7 年前
Evgenii Golubev
29a7411c
Apply the albedo during lighting only once in PostEvaluateBSDF()
7 年前
GitHub
06f28ec2
Merge pull request #538 from Unity-Technologies/Unity-2017.3
Unity 2017.3
7 年前
Evgenii Golubev
a5a2abf8
Optimize Disney SSS using the tagged irradiance buffer
7 年前
GitHub
b6cf8abe
Merge pull request #549 from Unity-Technologies/Unity-2017.3
Unity 2017.3
7 年前
Evgenii Golubev
13210372
Use macros instead of directly referencing matrix variables
7 年前
Peter Bay Bastian
9dd5e5c5
Change shader include paths to take advantage of Core being an include path now
7 年前
sebastienlagarde
43c10ade
HDRenderPipeline: Added screen position parameter to GBuffer function
- This allow to do some gbuffer encoding/decoding function with
checkboard pattern
- Update the GBuffer macro accordingly
7 年前
Peter Bay Bastian
85e38a3c
Merge branch 'master' into shader-include-paths-2
7 年前
Evgenii Golubev
0ed1b80b
Global rename
positionSS -> positionNDC
unPositionSS -> positionSS
unTileCoord -> tileCoord
ComputeScreenSpacePosition() -> ComputeNormalizedDeviceCoordinates()
7 年前
Sebastien Lagarde
2d0640a5
Draft 2
7 年前
sebastienlagarde
b0813df9
Merge remote-tracking branch 'refs/remotes/origin/master' into Support-forward-SSS
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
7 年前
Sebastien Lagarde
240bc3d1
first compiling version
7 年前
Evgenii Golubev
651c0d2c
Add shadowing to the regular ("thick object") transmission mode
7 年前
Sebastien Lagarde
414e5846
Merge remote-tracking branch 'refs/remotes/origin/master' into Support-forward-SSS
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/LightLoop.cs
# ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
7 年前
sebastienlagarde
0feb39a6
HDRenderPipeline: Add xboxone support
7 年前
Sebastien Lagarde
44dc1fce
Move SSS files, move code to Subsurface manager
- Add various resource to the render pipeline asset
- Move SSS shader/CS from lit to subsurface folder
- Move SSS related function from HDRenderPipeline to SubsurfaceManager
- Rename renderPipelinesResources to renderPipelineResources at various
place
7 年前
Sebastien Lagarde
5844867b
Various fix: shader path update + recreate RenderPipelineResources
7 年前
sebastienlagarde
4b26e012
Move all core file to subfolder CoreRP + update shader include path to CoreRP/ShaderLibrary
7 年前
Sebastien Lagarde
c3a7633d
Rename SubsurfaceProfile to DiffusionProfile and SubsurfaceRadius to SubsurfaceMask
7 年前
Sebastien Lagarde
a8ab890d
Rename SubsurfaceScattering Settings/Editor to DiffusionProfile + various file renaming/moving
7 年前
sebastienlagarde
fa1e2b55
Various renaming
7 年前
Kay Chang
42c358c5
Added Switch support for SRP sample project.
C# scripts modified to build without XR support on Switch.
7 年前
sebastienlagarde
fa4d6567
Fix missing stencil mask in SSS jimenez version
7 年前
Evgenii Golubev
88a993dd
Store SSS flags inside bsdfData.materialFeatures
7 年前
uygar
275279fa
Introduced new macros for flow control attributes.
7 年前
sebastienlagarde
003ed8ce
Add pipeline subshader tags for HD
7 年前
sebastienlagarde
9630d754
Rename HDPipeline => HDRenderPipeline + Fix issue with decal.shader
7 年前
Evgenii Golubev
2202a083
Remove UnityPerCamera, introduce UnityPerView
7 年前
Evgenii Golubev
c4d118bd
Rename 'param' -> 'params' for consistency
7 年前
Kay Chang
53b01e3a
WIP adding Switch support.
7 年前
Kay Chang
c279dc9c
Re-added modified files for Switch without BOM.
7 年前
sebastienlagarde
89270e64
Rename _MainDepthTexture to _CameraDepthTexture (For builtin compatibility)
Old code require to use _CameraDepthTexture name, we have change it to
MainDepthTexture a while ago because of bug due to usage of
GetTemporaryRT, as we don't use GetTemporaryRT anymore we can now come
back to the original name
7 年前