sebastienlagarde
940b6d13
Update ShaderLibrary and UnityStandard code
Several addition.
Add a forward and deferred pass not working with lighting
Add pack/unpack attribute
Reoarganize some file
better header dependecy
Remove platform, will not be used
8 年前
sebastienlagarde
0c45d07f
HDREnderLoop: Convert CGPROGRAM to HLSLPROGRAM + Add double sided support
Double sided still not work yet
8 年前
sebastienlagarde
acd11ee0
HDRenderLoop Rename DisneyGGX to Li and convert to whitesapce convention
8 年前
sebastienlagarde
6d8ef108
HDRenderloop: Update Parameters of lit material and update GBuffer layout + add aniso function
8 年前
sebastienlagarde
b2a49403
HDRenderLoop; start support of reflection probe
- Add texture abstration in API
- Add imagebasedlighting.hlsl
- Add divide pi version of BSDF
- Change resolution of cubemap as 128
- Misc stuff
8 年前
vlad-andreev
bf6e54c5
tabs -> spaces
8 年前
sebastienlagarde
dc88f7bf
HDRenderLoop: Continue to add misc function (intersection, aniso support)
8 年前
Sebastien Lagarde
a703417e
HDRenderLoop: Continue to work on implementing parallax cubemap
- Finish shader side, need to fix C++ side + generate specularDFG
texture
8 年前
Sebastien Lagarde
357d999e
HDRenderLoop: Add code to init texture one time at the launch of the loop
- Still need to confirm is this code is robust
- Also remove many common.hlsl include
8 年前
Sebastien Lagarde
caf80e26
HDRenderLoop: Add area light support, first draft
8 年前
sebastienlagarde
3234ad1e
HDRenderLoop: Add area light code (not working)
8 年前
Sebastien Lagarde
3ff1088c
HDRenderLoop: More misc change + try to compile meta pass (not working yet)
8 年前
sebastienlagarde
f53cd1c7
HDRenderloop: Progress in supporting IES and shadowmap
- Add AffectDiffuse/AffectSpecular/GetShadowDimmer UI
- Add draft of shadow map support (not working)
- Add IES in shader (not in light)
- Add LightLoopContext struct
- Add various Texture/sampler macro
- Add GetCubeFaceID
- misc stuff
8 年前
sebastienlagarde
fd7cfe17
HDRenderLoop: Move file/create file/Rename stuff - Related to lighting and shadow
- Effort on shadow design still need to be done
8 年前
Sebastien Lagarde
d8f13193
HDRenderloop: Setup minimal draw sky/HDRI (not working)
8 年前
sebastienlagarde
1500689d
HDRenderLoop: Move function from common.hlsl to commonlighting.hlsl
8 年前
Sebastien Lagarde
2b8343ed
HDRenderLoop: Move GetNdotV function again
8 年前
Evgenii Golubev
10a41b5b
Make ComputeCubeToSphereMapSqMagnitude() simpler to use
8 年前
Evgenii Golubev
0aace9e1
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Evgenii Golubev
bfabcc16
Implement GetEllipsoidalDistanceAttenuation() for line and area lights
8 年前
Evgenii Golubev
a08f90a4
Update comments
8 年前
Evgenii Golubev
db1a3661
Implement box-to-sphere-map distance attenuation
8 年前
Evgenii Golubev
d2b6dafd
Fix clamping in GetBoxToSphereMapDistanceAttenuation()
8 年前
Evgenii Golubev
8b44deea
Implement correct ellipsoidal attenuation for area lights which scales with the area
8 年前
Evgenii Golubev
c8b45c1e
Improve the comment
8 年前
Evgenii Golubev
2e758936
Improve comments
8 年前
Evgenii Golubev
d614abcd
Aggressively simplify
8 年前
Evgenii Golubev
a18038a4
Improve comments
8 年前
Evgenii Golubev
a63c6a5a
Add a missing article
8 年前
Evgenii Golubev
0e06d868
Implement ComputeCubemapTexelSolidAngle()
8 年前
Evgenii Golubev
efd3ad16
Replace tangent frames with 'localToWorld'
8 年前
Evgenii Golubev
96c60309
Orthonormalize TBN
8 年前
Evgenii Golubev
1272e08c
Move orthonormalization into GetSurfaceAndBuiltinData()
8 年前
sebastienlagarde
589fe428
HDRenderPipeline: More work on tesselation
8 年前
sebastienlagarde
66834685
HDRenderPipeline: Add Layered Displacement + fix issue with sky + some clean
- HDRI reflection is flipped, but HDRI and procedural sky are flipped
each other. For now fix the HDRI sky and we will fix procedural sky
after
8 年前
sebastienlagarde
4b4a4435
HDRenderPipeline: Add horizon based specular occlusion
8 年前
Sebastien Lagarde
f1b63cc8
HDRenderPipeline: Some rename and cleanup + add few surface gradient define case
Apply WorldToTangent name even with surface gradient
8 年前
Sebastien Lagarde
ace26df8
HDRenderPipeline: Fix issue with GetShiftedNormal (cause artifact in diffuse lighting)
8 年前
Evgenii Golubev
1f9e3e8f
Fix specular artifacts for (NdotV < 0)
Cost: 1 VGPR.
We clamp NdotV between 0.0001 and 1 as we fill the PreLightData.
However, for direct lighting, this changes neither N nor V. Therefore, when we try to use this clamped NdotV value in other geometric calculations, results occasionally make no sense.
Caveat: if (NdotV < 0) and (NdotL -> 0), H may point in the opposite hemisphere from N. Clamped XdotH products appear to take care of this issue.
8 年前
Evgenii Golubev
80077f9a
Save 1 VGPR by removing 'unNdotV' from PreLightData
8 年前
Sebastien Lagarde
36142eb8
HDRenderPipeline: Update SSAO effect
8 年前
Sebastien Lagarde
d42c60fe
HDRenderPipeline: Fix EOL and shader compil issue for AO
8 年前
Evgenii Golubev
6df17974
Implement a more accurate and efficient version of GetLocalFrame()
8 年前
Evgenii Golubev
2cba6a27
Add support for volumetric shadowing and spot lights
7 年前
sebastienlagarde
c635afcd
Add multi bounce approximation on SSAO (Colored AO)
7 年前
Sebastien Lagarde
23bcdad7
add support of basic specular occlusion (intersection of cone)
7 年前
sebastienlagarde
ed1cd58c
Add comment
7 年前
sebastienlagarde
1ec4ca3b
Merge remote-tracking branch 'refs/remotes/origin/master' into specular-occlusion
# Conflicts:
# ScriptableRenderPipeline/Core/ShaderLibrary/CommonLighting.hlsl
7 年前
sebastienlagarde
05c7d851
Fix issue with last merge + make bent normal work
7 年前
sebastienlagarde
3162b59f
HDRenderPipeline: Add transmission color
- Add transmission color texture
- Add approximation for energy conservation with fresnel term
- Add unity for thickness
7 年前
Sebastien Lagarde
2448888d
HDRenderPipeline: Minor improvement + code cleanup
- update the roughness remapping of refraction to better match
reflection probe
7 年前
Evgenii Golubev
d24c8437
Implement GetViewReflectedNormal()
7 年前
Evgenii Golubev
703152bd
Replace GetViewShiftedNormal() with GetViewReflectedNormal()
7 年前
Evgenii Golubev
fb07d38f
Optimize GetViewReflectedNormal() a bit
7 年前
Evgenii Golubev
9caf6678
Rename Sqr() to Sq(): SQ = SQuare. SQRT = SQuareRooT
7 年前
GitHub
7dc833d0
Optimize GetLocalFrame() with FastSign()
7 年前
sebastienlagarde
09427415
HDRenderPipeline: Remove comment
7 年前
Evgenii Golubev
87e85612
Refactor math constant defines
7 年前
Evgenii Golubev
5ed87a9c
Optimize anisotropic GGX
7 年前
Sebastien Lagarde
13cec969
Make it work in full forward, fix other compil issue. Disney/Jimenez ok, transmission not working
7 年前
runes
ba207379
Slightly faster octahedron packing and ViewReflectionNormal
7 年前
sebastienlagarde
d83489f4
Change ShaderLibrary to use REAL instead of float/half
7 年前
sebastienlagarde
ecdf681c
ShaderLibrary, change REAL to real
7 年前
Evgenii Golubev
b2d2386b
Make the Shader Library less real
7 年前
Evgenii Golubev
2144782f
Fix more comments
7 年前
Sebastien Lagarde
6c6064fb
Push draft
7 年前
sebastienlagarde
ee86a903
Update TEMPLATE_X_REAL macro to use FLT and HALF
7 年前
sebastienlagarde
0fe1f28c
More correction + add unity convention comment
7 年前
Sebastien Lagarde
24ac5a9e
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-ClearCoat
7 年前
Sebastien Lagarde
8c110633
Udate float to real
7 年前
Sebastien Lagarde
72d32af8
Add correct handling of Fresnel0 for interface
7 年前
Evgenii Golubev
2680050a
Optimize attenuation functions for ALU
7 年前
Evgenii Golubev
87df0278
Use real
7 年前
Evgenii Golubev
1bf54180
Fix the comment
7 年前
Evgenii Golubev
5ab1ca0f
Add a comment
7 年前
Evgenii Golubev
1afea906
Add a comment
7 年前
Evgenii Golubev
ce6020c2
Add more comments
7 年前
Evgenii Golubev
d60971bd
Add another version of ComputeCubemapTexelSolidAngle()
7 年前
Sebastien Lagarde
4473a443
HDRenderPipeline: Rename DistanceAttenuation => InfluenceAttenuation
7 年前
Sebastien Lagarde
1e28cf53
change clampNdotV and only affect BSDF (i.e only analytic specular)
7 年前
Evgenii Golubev
19824028
Use ClampNdotV() everywhere except where vector addition/subtraction is involved
7 年前
GitHub
6bcaecf3
Merge pull request #901 from EvgeniiG/master
Add support of the ambient probe to volumetric lighting
7 年前
sebastienlagarde
301dbf72
Merge remote-tracking branch 'refs/remotes/origin/master' into Improve-normal-shading
7 年前
Tim Cooper
fafb59af
Run code formatter.
7 年前
Sebastien Lagarde
d69fdafe
HDRP: Add support for multiple PreIntegratedFGD + updte hlsl debug number
7 年前
Sebastien Lagarde
e8e01be4
Fix apply Range Attenuation
7 年前
Stephane Laroche
a4accf0c
SPTD based specular occlusion enabled in Lit material.
-Full SPTD code in /SphericalCapPivot, with documentation and tweaks to reference glsl code:
-Methods are in worldspace
-ComputeVS should not be multiplied by FGD (see comments)
-Stability issue with pivot transforming extreme cases of spherical caps
-Specular occlusion with cone-cone method: further options and tweaks to the original method.
-Refactoring of common orthogonal basis aligned with reflection plane (view-normal)
6 年前
Sebastien Lagarde
9c4acb91
Import various stacklit branch change
Move specular funciton in commonlighting.hlsl
Fix issue in TextureNormalVariance
Fix issue with colorPicker not working in forward
Misc format/comment/code sharing
6 年前