sebastienlagarde
31e4c8ca
HDRenderLoop: Intermediate state
8 年前
Sebastien Lagarde
7fa398c4
HDRenderLoop: Reorganize LightLoop pass, move code into SinglePass.cs
8 年前
Sebastien Lagarde
882368f7
HDRenderLoop: Merge FTPL Build Light List part (tile, bigtile, cluster..)
- Only build light list, not light application for now
- untested, crash when big tile are enabled
8 年前
sebastienlagarde
91937fed
HDRenderLoop: Merge FPTL - start light application
- all broken for now
8 年前
sebastienlagarde
814ebce6
HDRenderLoop: Fix some warning in compute shaders
8 年前
Sebastien Lagarde
805c0972
HDRenderLoop: Fix issue with cubemap and tile rendering
- I still have issue on both cubemap and light for what appear to be the
last light/cubemap in the list, not sure why.
8 年前
sebastienlagarde
610894d8
HDRenderLoop: Fix issue with tile list index + Rename SFiniteLightData to LightShapeData
8 年前
runes
6d7d07de
TilePass support for arealights
8 年前
runes
36e49e0d
Minor refactoring in HDRenderLoop: Renamed light types are now referred to as volumes and light models are now referred to as light categories
8 年前
mmikk
8ef3ae75
misc bug fixes
misc bug fixes
8 年前
Sebastien Lagarde
546401a2
HDRenderLoop: Version that compile and display something
8 年前
mmikk
e8505d17
switch to structured across the board
switch to structured across the board
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
mmikk
caf9e0b1
get rid of some warnings (all false positives)
get rid of some warnings (all false positives)
8 年前
Antti Tapaninen
48d64603
unify lightlistbuild compute kernels a bit + spaces to tabs
8 年前
Antti Tapaninen
5764f6b9
remove lightlistbuild compute shader warnings, unify few things between fptl/HD renderloop versions
8 年前
Antti Tapaninen
09c4949e
HLSLcc: fix out of bounds issues on Metal/iOS, HLSL bytecode being the root cause before Metal generated shaders
8 年前
sebastienlagarde
ddd7d5d5
HDRenderPipeline: Change all include shader absolute path to relative path
8 年前
runes
12d98082
fixed tile debugging dropdown
added tile classification with indirect dispatch (feature variant shaders)
added debugging mode for feature variants
8 年前
runes
f120a09b
added feature branches to lightloop
initial set of feature variant shaders
8 年前
Antti Tapaninen
ac01ea01
HLSLcc: fix out of bounds issues on Metal/iOS, HLSL bytecode being the root cause before Metal generated shaders
8 年前
Antti Tapaninen
5f4bb2bf
unify with bigTileIdx code from lightlistbuild-clustered
8 年前
Antti Tapaninen
9f45311a
fix out of bounds issue
8 年前
runes
918c1797
Feature flags now also include material/gbuffer flags.
8 年前
Antti Tapaninen
101239a7
Merge branch 'master' into metal-ios
8 年前
Evgenii Golubev
08262cdc
Implement ZERO_INITIALIZE_ARRAY()
8 年前
Antti Tapaninen
097f384d
metal/ios: proper fix for out of bounds issue with g_vBigTileLightList
8 年前
runes
c17ae966
fixed ps4 shader compilation errors
8 年前
Evgenii Golubev
abed39d7
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
sebastienlagarde
f946b09a
HDRenderPipeline.: Create RenderPipelineResources
RenderPipelineResources will keep a reference on all the compute shaders
and regualr shaders. It replace TilePassResources and we will remove all
Resources folder
8 年前
sebastienlagarde
d396f2b8
HDRenderPipeline: Update compute shader
8 年前
sebastienlagarde
f11eea5a
HDRenderPipeline: Update project settings + coment #pragma for shader debug to lower memory usage
8 年前
Rune Stubbe
4e715f16
Moved material classification to separate pass
Light and material classification are now orthogonal and can now be enabled/disabled independently
8 年前
sebastienlagarde
0e6f3478
HDRenderPipeline: update shader generator and code to match C# static naming convention
8 年前
Rune Stubbe
8b51c69a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
sebastienlagarde
adeee295
Clean and comment some code
8 年前
Evgenii Golubev
845d5061
Port Morten's orthographic FPTL changes to HDRP
7 年前
Peter Bay Bastian
a1133cd9
Update #includes of ShaderLibrary to new path
7 年前
Peter Bay Bastian
9dd5e5c5
Change shader include paths to take advantage of Core being an include path now
7 年前
Julien Ignace
5a107310
Renamed TilePass to LightLoop
7 年前
sebastienlagarde
4b26e012
Move all core file to subfolder CoreRP + update shader include path to CoreRP/ShaderLibrary
7 年前
Paul Melamed
ffd9f57f
intermediate commit, decals pass info to gpu light culling
7 年前
Evgenii Golubev
e6540dfa
Implement clustering of density volumes
7 年前
Evgenii Golubev
1c1f07a0
Terminate the loop sooner
7 年前
uygar
275279fa
Introduced new macros for flow control attributes.
7 年前
Paul Melamed
429be124
Merge branch 'master' into decals/clustered
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
7 年前
Robert Srinivasiah
5832d26b
Fix pre-existing comment typos
Shit happens
7 年前
Evgenii Golubev
3ad3c7d7
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline
7 年前
Robert Srinivasiah
6f2b52f2
Merge remote-tracking branch 'origin/master' into hdrp-xr-lighting
Manual fixup of some LightLoop stuff (stereo + decals living together in light cull data)
7 年前
Julien Ignace
d4548639
Added #pragma_only_renderers to compute shaders.
7 年前
Evgenii Golubev
0a2033df
Merge upstream/master
7 年前
Felipe Lira
35cef52a
Fixed shader include paths
7 年前
Felipe Lira
e3f706be
Fix shader include case sensitiviness
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
Tim Cooper
fafb59af
Run code formatter.
7 年前
Frédéric Vauchelles
c2317504
Added support for oblique matrices in light loop culling
6 年前
Sebastien Lagarde
e3a5ac9f
Fix warning in compute shader LightListBuild.compute
6 年前