Julien Ignace
58445897
Procedural sky now uses the Sky Framework (V1 functionality not tested)
8 年前
Julien Ignace
eaf661ba
Added Type checks to make setting parameters for a sky more robust.
8 年前
Julien Ignace
a06bdec6
- Fixed procedural sky renderer to use the provided ScreenSize
- Added missing meshes for layered lit test scene.
8 年前
Evgenii Golubev
9ae68594
Clean up and refactor the procedural sky
8 年前
Evgenii Golubev
11fe42e1
Introduce 'invalidRTI'
8 年前
Evgenii Golubev
2f7b3af3
Update the sky code using the Adam demo source
8 年前
Evgenii Golubev
34315214
Set values of legacy built-in uniforms
8 年前
Evgenii Golubev
00e0d5f5
Correctly set the depth texture
8 年前
sebastienlagarde
b890244e
HDRenderLoop: Rename the directory HDRenderLoop in HDRenderPipeline
8 年前
sebastienlagarde
cb97b488
HDRenderLoop: Rename renderLoop to renderContext
8 年前
Tim Cooper
2b3f2f91
[refactor namespace]
UnityEngine.Experimental.ScriptableRenderLoop -> UnityEngine.Experimental.Rendering
UnityEngine.Experimental.ScriptableRenderLoop -> UnityEngine.Experimental.Rendering.{LoopName}
8 年前
Julien Ignace
47800dae
Fixed a number of issues on PS4
- Some shaders not compiled for PS4
- Shaders testing depth when no depth buffer were bound (which works fine on DX11)
8 年前
Evgenii Golubev
6da9eb72
Implement a workaround for the case when disabling a keyword has no effect
I am referring to PERFORM_SKY_OCCLUSION_TEST.
8 年前
Julien Ignace
c83f3d4a
Merge branch 'master' into Branch_fix-ps4-hdrenderloop
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/Unlit.shader
# Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader
# Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader
# Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/Resources/GGXConvolve.shader
8 年前
Evgenii Golubev
ddbfc573
Fix sky rendering bugs
8 年前
Tim Cooper
32acc565
[hdloop]Add sky asset + common settings asset.
8 年前
Evgenii Golubev
b1a7cdc0
Fix the flipped Y axis (due to a D3D convention) for the procedural sky
8 年前
Evgenii Golubev
4c2626c3
Disable height fog during cubemap rendering
8 年前
Evgenii Golubev
fa646a10
Separate "scatter push" for Rayleigh and Mie
8 年前
Tim Cooper
8ff712ff
Merge branch 'master' into refactor-hdloop
Conflicts:
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePass.cs
Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyRenderer.cs
Assets/ScriptableRenderLoop/HDRenderPipeline/Utilities.cs
8 年前
Julien Ignace
2a8e9ce0
Renamed all XXXParametrers class to XXXSettings for consistency.
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
Tim Cooper
c30d33b8
[Format]Reformat via format.pl to match the new conventions
8 年前
Evgenii Golubev
7758c3b3
Add a "Max Sky Distance" parameter to the procedural sky
8 年前
Evgenii Golubev
70499455
Switch to HDCamera matrices (WIP, shadows have not yet been fixed)
8 年前
Tim Cooper
8b0f6d4c
use pooling
8 年前
Tim Cooper
b1156959
[gc]Convert to pooling
7 年前
Evgenii Golubev
5570c647
Merge branch 'master'
7 年前
Julien Ignace
a097b170
Changed HDRP and Shadow system APIs to take command buffers instead of ScriptableRenderPipeline.
This forces client to handle Cmd Buffer management and execution. This is necessary due to the impossibility to use nested Command Buffers currently (so any API called from user land cannot create and execute a CB of its own).
7 年前
Evgenii Golubev
69b2a277
Implement computation of the view vector from the screen space coordinate
7 年前
Evgenii Golubev
7a50f940
Clean up
7 年前
runes
dd5838bd
sample game delta:
-FPS Mode (Render mesh with custom FOV)
-only PCF shadows with game specific limits
-Atmosphere y-offset property
7 年前
Tim Cooper
e0e3492b
Merge remote-tracking branch 'origin/master' into sample_game
7 年前
Thomas
2cdd3c12
Moved most of HDRP utilities to Core
7 年前
Thomas
076b0d65
Cleaned up unused usings
7 年前
Peter Andreasen
2ef7d649
merged with master
7 年前
Julien Ignace
6b9ad1a2
Ported Legacy Unity procedural sky to HDRP and renamed our ProceduralSky to BlacksmithSky (pending removal)
7 年前
Julien Ignace
10007208
Porting sky/fog systems to Interpolation volumes.
7 年前
Julien Ignace
dae258a5
Refactored SkyManager to be able to handle several sky rendering context at the same time (baking, visual and lighting override sky)
7 年前
Julien Ignace
d7f39ddf
- Added new HDUtils RenderTarget utilities that set viewport correctly for scaled RTs in HDRP
- Changed all calls in HDRP.
7 年前
Julien Ignace
5cfdaac3
Reversed rotation of HDRI sky to match legacy and removed it from procedural because it does not make sense there.
7 年前
sebastienlagarde
871ab51c
Miss one file
7 年前
Julien Ignace
36fb4e21
Added debug exposure parameter to several debug modes.
7 年前
Tim Cooper
fafb59af
Run code formatter.
7 年前
Julien Ignace
5b782e23
Added an explicit option in SkySettings (only supported for now in Procedural Sky) to enable or disable the rendering of the sun disk when baking light and reflection probes.
This allows us to fix some bugs and discrepancy with the current framework.
6 年前