uygar
9372c439
Moved shadow setup related code into its own class to make separation from the light loop easier.
8 年前
uygar
a9dc4866
Modified ShadowmapBase by adding a new enum bitmask designating the supported shadow types by this shadowmap.
Modified ShadowManager to take an array of shadow maps instead of only one. The shadowmanager will allocate lights according to each shadowmap's supported shadows mask. Shadowmaps are traversed in order specified in the constructor. Currently there's a limit of 4 maps per light type.
Changed shadow sampling functions in shader code to support multiple comparison samplers.
Modified tilepass to pass two shadowmaps, one for directional, one for point lights, to the shadowmanager to test the new functionality. This will probably change again soon.
8 年前
uygar
7f956895
Removed obsolete line from shadow.hlsl file.
Replaced tabs with spaces.
8 年前
uygar
c8a27740
Merge branch 'master' into shadows
8 年前
Evgenii Golubev
7cabcadf
Use DrawProcedural() for drawing full screen
8 年前
Evgenii Golubev
ed2dfbc7
Fix build issues of the Unity player
8 年前
Evgenii Golubev
5bc9c921
Avoid incorrectly shading the skybox region
8 年前
Evgenii Golubev
538bf3b2
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Evgenii Golubev
0d77adff
Implement faster (achromatic) bilateral weighting
8 年前
Evgenii Golubev
1de4ebd0
Use more efficient parameter clamping
8 年前
Evgenii Golubev
580ddd97
Perform runtime weight normalization
8 年前
Evgenii Golubev
5c69bd3c
Fix bilateral weighting
8 年前
Julien Ignace
60dd6c48
Implemented lighting debug in the shader.
8 年前
Evgenii Golubev
00ba8344
Remove the bilateral scale and store RGB (1 / (2 * WeightedVariance))
8 年前
runes
3b9f1e7d
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
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
Evgenii Golubev
d4418247
Change the default values of the subsurface radius and thickness
8 年前
Evgenii Golubev
be01c5e2
Perform proper bilateral filtering
8 年前
Evgenii Golubev
fb6b5b98
Replace 'new' with 'CreateInstance'
8 年前
Julien Ignace
506c1212
Merge branch 'master' into Branch_DebugShadows
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
8 年前
Evgenii Golubev
05f1871c
Fix additive blending in the deferred shader
8 年前
Evgenii Golubev
3c0d55d7
Disable blending during the first SSS pass
8 年前
Evgenii Golubev
cc117c57
Change the defaults values of thickness and the SSS radius
8 年前
Evgenii Golubev
b3db0917
Allow for multiple SSS profiles
8 年前
Evgenii Golubev
20a45ba0
Use per-pixel SSS radius scale
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
Evgenii Golubev
62b97260
Improve naming
8 年前
Julien Ignace
aab6d427
- Fixed last directional cascade to not be fully shadowed.
- Renamed Shadow Debug to Lightinig Debug and added GUI for Diffuse/Specular lighting debug.
8 年前
Evgenii Golubev
f43fbd7c
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Julien Ignace
fe794f54
- Fixed shadow map debug max slider value with the correct number of visible shadows
- Fixed the shadow debug display shader to use the full screen quad GetVertexPosition method.
8 年前
Julien Ignace
9410e16d
Merge branch 'master' into Branch_DebugShadows
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
8 年前
Evgenii Golubev
517ba2ae
Create an asset for the SSS UI
8 年前
Evgenii Golubev
8e286ad5
Enable subsurface radius and thickness parameters
8 年前
Julien Ignace
e851ea7f
Fixed Debug GUI and "Enable shadow" parameters.
8 年前
Evgenii Golubev
e492618c
Refactor sampling methods
8 年前
Julien Ignace
df95d960
Merge branch 'master' into Branch_DebugShadows
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
# Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
# Assets/ScriptableRenderLoop/RenderPasses/ShadowRenderPass.cs
8 年前
Evgenii Golubev
5708bc95
Rename 'MaterialClass' to 'MaterialID' in the code (not the UI) to avoid confusion
8 年前
Evgenii Golubev
840822e7
Make the Van der Corput sequence explicitly one-based
8 年前
Evgenii Golubev
60731810
Make improvements based on feedback
8 年前
Evgenii Golubev
5ffa3829
Replace tabs with spaces
8 年前
Evgenii Golubev
0ca79425
Merge branch 'SSSSS'
8 年前
Evgenii Golubev
3d558256
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Evgenii Golubev
9fc5bc97
Fix typos
8 年前
Evgenii Golubev
f2bef29c
Add blending support for the tessellation shader
8 年前
Evgenii Golubev
ac23a82e
Merge branch 'master' into SSSSS
8 年前
Evgenii Golubev
8be065be
Rename .meta files
8 年前
runes
b3d622c9
added dependency to skybox shader (ps4 fix)
8 年前
Sebastien Lagarde
8a66d4cd
HDRenderPipeline: Fix error "Destroy may not be called from edit mode!."
8 年前
GitHub
aded0eae
Merge pull request #122 from Unity-Technologies/refactor-hdloop
Refactor hdloop
8 年前
Tim Cooper
a1e72bda
Merge remote-tracking branch 'origin/master' into refactor-hdloop
Conflicts:
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePass.cs
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePassResources.cs
8 年前