Sebastien Lagarde
fab6bd80
HDRenderLoop: Miss two file
8 年前
Sebastien Lagarde
2ffcb7f1
HDRenderLoop: Misc test
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
4e046798
HDRenderloop: lot of missing file...
8 年前
Sebastien Lagarde
e7a1bb1b
HDRenderLoop: Update to new texture abstraction everywhere
8 年前
Sebastien Lagarde
40f9dda4
HDRenderLoop: Update for velociy buffer + several stuff/fix/refactor
-fix issue with spotAngle that have been change in the light component
- remove undesired unrachable code warning
- create a proper shader config system (previous one was nor working)
- Change concept of material gbuffer to also include lighting, remove
all lighting buffer macro, bakeDiffuseLighting now pass to encode to
gbuffer
- deferred material is now in charge of all material RT format, lighting
buffer included
- velocity buffer is independt of deferred material
- add first start of distortion
- update velocity buffer management + add velocity pass
-
8 年前
Sebastien Lagarde
25234e00
HDRenderLoop: Test about packing all GBufer in two RT U16
This will not work for now but allow to stress the design in some comple
case. May be remove later or adapted
8 年前
sebastienlagarde
ea867c72
HDRenderLoop: Remove Shaders folder and move all files at root + rename XXXDefault.shader to XXX.shader
8 年前
sebastienlagarde
7350695e
HDRenderLoop: Change prototype of Eval and LightLoop function, now take float 3 instead of float4 for lighting
8 年前
sebastienlagarde
31e4c8ca
HDRenderLoop: Intermediate state
8 年前
Sebastien Lagarde
7fa398c4
HDRenderLoop: Reorganize LightLoop pass, move code into SinglePass.cs
8 年前
sebastienlagarde
91937fed
HDRenderLoop: Merge FPTL - start light application
- all broken for now
8 年前
Sebastien Lagarde
a91df7f9
HDRenderLoop: Merge FTPL - application of opaque tiled lists (untested)
8 年前
Sebastien Lagarde
41117464
HDRenderLoop: FPTL Tile pass working with direct light, not working correctly with cubemap
8 年前
runes
1ff2ff4b
Moved debug rendering of tile lists to separate shader pass
8 年前
Sebastien Lagarde
4f89be71
HDRenderLoop: minor convention cleanup
8 年前
Sebastien Lagarde
39c9f7ed
HDRenderLoop: First draft not working of depth pixel offset
8 年前
Sebastien Lagarde
521b51c7
HDRenderLoop: Big refactor to preprate for depthOffsetVs
8 年前
Sebastien Lagarde
5d839c48
HDRenderLoop: Fix depthVS issue + introduce HDCamera
8 年前
sebastienlagarde
b890244e
HDRenderLoop: Rename the directory HDRenderLoop in HDRenderPipeline
8 年前
Evgenii Golubev
47bf244a
Consistently handle 'NdotL' problems
8 年前
Evgenii Golubev
96c60309
Orthonormalize TBN
8 年前
Julien Ignace
7b7eb3b4
Fixed a number of compilation issue with PS4.
8 年前
Evgenii Golubev
020f5c12
Implement the full screen triangle shader
8 年前
Evgenii Golubev
2bfdeef3
Output diffuse lighting into a separate render target
8 年前
Evgenii Golubev
4cf1213b
Implement the pass combining specular with diffuse and SSS
8 年前
Juho Oravainen
4320bff0
Initial metal support kickoff. Tweaked shader pragma targets from 5.0 to 4.5. Added metal to only_renderers lists. Added initial platform header API/Metal.hlsl. Couple of include paths changed to absolute until a bugfix lands on Unity side.
8 年前
Evgenii Golubev
d1ed6394
Split lighting for all materials into diffuse and specular
8 年前
Evgenii Golubev
21be7561
Merge branch 'master' into SSSSS
8 年前
Evgenii Golubev
738befc5
Make a copy of the stencil buffer
8 年前
Sebastien Lagarde
0ba2f558
HDRenderPipeline: Fix issue with cluster rendering - enable by default with tile for opaque
Thing Left:
- Make the debug mode work in forward! (important for forward only)
- In forward only, the tiled lighting doesn't work. All lights structure
are given to the shaders but is like you have no direct lighting
8 年前
Evgenii Golubev
ac23a82e
Merge branch 'master' into SSSSS
8 年前
Evgenii Golubev
9fc5bc97
Fix typos
8 年前
Evgenii Golubev
60731810
Make improvements based on feedback
8 年前
Julien Ignace
62fe15a4
Refactored current debug structures to be consistent with how Shadow Debug worked and correctly split Settings and Debug Parameters
8 年前
Antti Tapaninen
8c1ebfeb
explicitly set _CameraDepthTexture precision
8 年前
Evgenii Golubev
05f1871c
Fix additive blending in the deferred shader
8 年前
Julien Ignace
0da32ed1
Merge branch 'master' into Branch_DebugLighting
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
# Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
8 年前
vlad-andreev
d7a86457
disable culling in the deferred lighting shader (workaround for issues with the cubemap rendering pipeline)
8 年前
Julien Ignace
60dd6c48
Implemented lighting debug in the shader.
8 年前
Evgenii Golubev
538bf3b2
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Evgenii Golubev
5bc9c921
Avoid incorrectly shading the skybox region
8 年前
GitHub
c66d98c1
Merge pull request #135 from Unity-Technologies/Branch_DebugLighting
Branch debuglighting
8 年前
GitHub
01469c87
Merge pull request #137 from EvgeniiG/master
Avoid incorrectly shading the skybox region
8 年前
Evgenii Golubev
c962132e
Properly capitalize "Full Screen"
8 年前
Evgenii Golubev
c13b75bb
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Evgenii Golubev
a6f935fc
Use the stencil to avoid shading empty parts of the G-buffer
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
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
Evgenii Golubev
2de9e6dd
Update the comment
8 年前
Evgenii Golubev
d75bcfa1
Implement 3 texturing modes for SSS
8 年前
Evgenii Golubev
5a2aa8b3
Fix flickering issues on PS4 for the single pass loop (+ initial fixes for FPTL)
Flickering is caused by the delay between values in the constant buffer (globals) and values in structured buffers becoming visible in the Deferred shader. It appears that the update latency (the number of frames between setting the value in C# and being able to access it in a shader) varies depending on the type of buffer. Therefore, moving globals into a structured buffer provides a workaround for the single pass loop.
Doing the same for FPTL does not appear to be sufficient. Could be that the additional compute pass introduces extra frame(s) of latency, or that globals from ShaderVariables.hlsl need to be moved as well.
Globals from Clustered appear to be set once for multiple shaders, which makes implementing a similar workarond even more complicated.
8 年前
Evgenii Golubev
2f4eb762
Use multi_compile for the SKY_LIGHTING keyword
8 年前
runes
c445e599
Explicit tile coordinates in GetPositionInput.
~10% faster tile deferred light evaluation in compute
8 年前
sebastienlagarde
f16a65f7
HDRenderPipeline: revert recent change on structure buffer for shader for PS4 as it was not the problem
8 年前
sebastienlagarde
ddd7d5d5
HDRenderPipeline: Change all include shader absolute path to relative path
8 年前
runes
f120a09b
added feature branches to lightloop
initial set of feature variant shaders
8 年前
Tim Cooper
c30d33b8
[Format]Reformat via format.pl to match the new conventions
8 年前
runes
918c1797
Feature flags now also include material/gbuffer flags.
8 年前
sebastienlagarde
ed55ce8f
HDRenderPipeline: Clean debgu settings
- Merge debugViewMaterial with Lightingdebug mode into a DisplayDebug
(less pass)
- Clean debug code, remove useless file
8 年前
sebastienlagarde
67b47dd9
HDRenderPipeline: Fix misc issue introduce during the clean of debug mode clean
8 年前
Sebastien Lagarde
4ec50247
HDRenderPipeline: Revert a small change about DebugViewMaterialGBuffer.shader
- the clean of DebugViewMaterialGBuffer was not necessary
8 年前
sebastienlagarde
b088bb9a
HDRenderPipeline: Moive all shaders/compute into resources asset
+ fix an issue with building player with debug menu
8 年前
Evgenii Golubev
70499455
Switch to HDCamera matrices (WIP, shadows have not yet been fixed)
7 年前
Evgenii Golubev
7851fe34
Force non-0 indirect lighting to avoid SSS artifacts
8 年前
sebastienlagarde
f79e6c68
HDRenderPipeline: Add comment to SSS and introduce min fp16 value
8 年前
Evgenii Golubev
0a7924ff
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into hdrp_matrix
7 年前
sebastienlagarde
5ba18d3a
Add variant for material classification + clean split lighting evaluation
7 年前
sebastienlagarde
2016f575
HDRenderPipeline: Move ShaderConfig.cs.hlsl to ShaderVariables.hlsl
7 年前
sebastienlagarde
eb67ed8f
HDRenderPipeline: A bit more cleanup and minor fix
7 年前
Peter Bay Bastian
a1133cd9
Update #includes of ShaderLibrary to new path
7 年前
Mikko Strandborg
a2a3c47b
Add vulkan to the list of only_renderers in all the shaders
7 年前
Sebastien Lagarde
935bfd9b
HDRenderPipeline: Refactor LightLoop glue code
- add a "Lighting" structure in material that replace LightAccumulator
- use it in all prototype
- Material now apply the weights
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
c212b126
Clean up the volumetric lighting code
7 年前
Sebastien Lagarde
36f3cfd4
merge unity 2017.3
7 年前
GitHub
aeb0b914
Merge pull request #565 from Unity-Technologies/Unity-2017.3
Unity 2017.3
7 年前
Evgenii Golubev
b452c309
Merge branch 'Unity-2017.3'
7 年前
Evgenii Golubev
766db928
Clean up
7 年前
Evgenii Golubev
4e43b0ab
Add volumetrics to the HDRI sky
7 年前
Evgenii Golubev
43d373d4
TODO: should we divide by ray segment length?
7 年前
Evgenii Golubev
adf10ea1
Fix SSS-related integer passing to the shader system
7 年前
Evgenii Golubev
d1c74bcb
Merge branch 'master'
7 年前
Evgenii Golubev
13210372
Use macros instead of directly referencing matrix variables
7 年前
Evgenii Golubev
a3165a72
Merge branch 'master'
7 年前
Sebastien Lagarde
61e9390a
HDRenderPipeline: Fix the pipeline to be fptl for opaque and cluster for transparent
- remove all the cluster settings option
7 年前
Peter Bay Bastian
9dd5e5c5
Change shader include paths to take advantage of Core being an include path now
7 年前
Sebastien Lagarde
ccb1518c
HDRenderPipeline: Re-enable option to have forward opaque cluster (for MSAA)
-reintroduce previously removed enabledFptlwhenCluster and rename it to
enableFptlForForwardOpaque
New rules are:
// Deferred opaque always use FPTL, forward opaque can use FPTL or
cluster, transparent always use cluster
// When MSAA is enabled, we only support cluster (Fptl is too slow with
MSAA), and we don't support MSAA for
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
Evgenii Golubev
7b797ff7
Merge branch 'master'
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
Evgenii Golubev
8ee2d44f
Merge 'master'
7 年前
Evgenii Golubev
5186af41
Fix SSS in Deferred.shader
7 年前
sebastienlagarde
0feb39a6
HDRenderPipeline: Add xboxone support
7 年前
Evgenii Golubev
81d62eb8
Merge branch 'master'
7 年前
Evgenii Golubev
c16681df
Merge branch 'master'
7 年前
Evgenii Golubev
fc06d6c6
Move V-buffer sampling to AtmosphericScattering.hlsl
7 年前
sebastienlagarde
4b26e012
Move all core file to subfolder CoreRP + update shader include path to CoreRP/ShaderLibrary
7 年前
sebastienlagarde
d3e56499
Fix issue with defaultAdditionalData creating unwanted light + fix stencilMask for deferred
7 年前
Evgenii Golubev
c86b3214
Merge branch 'master'
7 年前
Sebastien Lagarde
a8ab890d
Rename SubsurfaceScattering Settings/Editor to DiffusionProfile + various file renaming/moving
7 年前
Sebastien Lagarde
814bb007
Decouple SSS and Transmission option
Rename EnableSSSAndTransmission as EnableSubsurfaceScattering and
EnableTransmission
Note: Disabling Transmission doesn't save the ALU if it is enabled in
the profile
+ Add supportSubsurfaceScattering in UI
+ Small cosmetic rearrangement at the beginning of lit.hlsl
7 年前
sebastienlagarde
fa1e2b55
Various renaming
7 年前
Evgenii Golubev
7e74580b
Merge branch 'master'
7 年前
Sebastien Lagarde
94a0c2bd
Move back _EnableSubsurfaceScattering (must be generic and not link to a material)
7 年前
sebastienlagarde
3ba5f5fc
Merge remote-tracking branch 'refs/remotes/origin/master' into Refactor-GBuffer-with-material-feature
7 年前
Evgenii Golubev
2cc753e8
Define SHADERPASS for deferred lighting
7 年前
Evgenii Golubev
61786b80
Optimize material classification for uniform feature evaluation
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
Evgenii Golubev
be59f96a
Address the PR feedback
7 年前
sebastienlagarde
a0d8e8b4
Add support of debug font for debugging
7 年前
sebastienlagarde
ad00b16a
Merged GetPositionInput and UpdatePositionInput into one set of GetPositionInput overloads.
7 年前
Evgenii Golubev
88a993dd
Store SSS flags inside bsdfData.materialFeatures
7 年前
sebastienlagarde
3d4d194e
Debug display is now a multi compile option
7 年前
Sebastien Lagarde
e2c88f24
update code
7 年前
Evgenii Golubev
070349c8
Merge branch 'master'
7 年前
Evgenii Golubev
1f7761a4
Use ShouldOutputSplitLighting() for material abstraction
7 年前
Sebastien Lagarde
a60a0d5a
Merge remote-tracking branch 'refs/remotes/origin/master' into support-iridescence
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
a3e9bdfc
Improve the support of orthographic rendering
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
GitHub
80d748f5
Add light linking support ( #1758 )
* HDRP: Add support of light layering for forward (first draft)
TODO:
- Test instancing
- Check perf
- add an option to disable light layer support + in frameSettings
- add deferred rendering support (mean add an optional extra GBuffer)
* Add LightLinking support (version 1 - compile)
This PR add support of LightLayers feature.
To use it, setup mask renderingLayers on renderers and LightLayers on a lights. If a logical and of both give a non 0 value, the light is apply, otherwise it isn't.
This mean that by default LightLayers is 1 and RenderingLayers is 1. Then user can say LightLayers is only 2 and it will only affect renderingLayers with 2 or 3 mask value.
LightLayers require an extra GBuffer in deferred, mean it have extra bandwidth and memory cost.
LightLayers once enabled in HDRPAsset with SupportLightLayers can be control by FrameSettings. Mean a camera can enable extra RT only for an in game cinematic.
This PR refactor...
6 年前