robbiesri
8175f17d
Most basic support for XR in SRP
The most barebones version of XR support in SRP is just using the new APIs to stereo-ize culling, render setup (matrices, viewports, RTs), and draws.
8 年前
robbiesri
1e9af58f
Restore PostProcessing submodule commit: the sequel
This time, merge request #357 accidentally rolled back the PostProcessing submodule.
8 年前
GitHub
b9db30ff
Merge pull request #360 from Unity-Technologies/Branch_FixPS4Compilation
Fixed shader compilation on PS4
8 年前
Evgenii Golubev
4787f47e
Remove the temporal component from the LOD transition
8 年前
sebastienlagarde
ab5c2b5c
HDRenderPipeline: Small fix for anisotropy shader
8 年前
GitHub
ab4674ab
Merge pull request #359 from EvgeniiG/tweak_lod_pattern
Implement a higher quality uniform noise function
8 年前
uygar
05ca6220
Changed CachedEntry type from struct to class to avoid unnecessary copies when doing array operations.
Replaced unnecessary array copy in VectorArray class.
8 年前
sebastienlagarde
7f7c6532
HDRenderPipeline: Fix issue in aniso material
8 年前
sebastienlagarde
9bfa31a7
HDRenderPipeline;: Update graphic project for latest C++
8 年前
GitHub
812f886d
Merge pull request #358 from EvgeniiG/tweak_lod_pattern
Slightly tweak the LOD pattern to ensure the geometry is always visible
8 年前
Julien Ignace
f7e74b01
Fixed shader compilation on PS4
8 年前
Evgenii Golubev
e4e4bd7a
Implement a higher quality uniform noise function
8 年前
GitHub
3997328c
Merge pull request #357 from Unity-Technologies/Branch_DebugViewFixes
Various fix for debug modes:
8 年前
Julien Ignace
cfe40176
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_DebugViewFixes
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForward.hlsl
8 年前
Evgenii Golubev
d4c3224f
Slightly tweak the LOD pattern to ensure the geometry is always visible
8 年前
uygar
178ae77f
Added smooth cascade transitions to cascaded shadowmaps.
8 年前
sebastienlagarde
6e00ceff
HDRenderPipeline: Update ShaderIds for SSAO
8 年前
Robert Srinivasiah
d011ec59
Restore PostProcessing submodule commit
Merge request #342 (Evgenii/opt_sss) accidentally rolled back the PostProcessing submodule. This sets it back to what it was.
8 年前
sebastienlagarde
3011d36c
HDRenderPipeline: Bring back cluster code (but disable it)
8 年前
GitHub
847a8746
Merge pull request #356 from Unity-Technologies/Branch_FixCrashDebugPS4
Removed lighting computation from forward pass when doing debug. This caused crashes on PS4 due to uninitialized buffers.
8 年前
GitHub
36dc2912
Merge pull request #355 from Unity-Technologies/Precompute-ShaderIds
Precompute shaderids
8 年前
sebastienlagarde
edcb2bf5
More ShaderIds convertion
8 年前
sebastienlagarde
c688e5a6
Change all shaderIds name to their real name to avoid conflict with g_ and _
8 年前
sebastienlagarde
4dfbb936
Fix second merge issue
8 年前
sebastienlagarde
c22ec084
Fix after merge
8 年前
GitHub
a1018e5a
Merge pull request #354 from EvgeniiG/master
Make sure the stencil buffer is copied for the shader feature classification pass
8 年前
sebastienlagarde
8ad5a2cb
Merge remote-tracking branch 'refs/remotes/origin/master' into Precompute-ShaderIds
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
8 年前
GitHub
3e56725a
Update DebugViewMaterialGBuffer.shader
8 年前
Evgenii Golubev
09de458a
Make sure the stencil buffer is copied for the shader feature classification pass
8 年前
sebastienlagarde
ac1815de
Precompute ShaderIds to avoid allocation
8 年前
Julien Ignace
25d6c66e
Removed lighting computation from forward pass when doing debug. This caused crashes on PS4 due to uninitialized buffers.
8 年前
Julien Ignace
5a6b2e9c
Various fix for debug modes:
- Debug Diffuse Lighting albedo override now works correctly for SSS materials.
- GBuffer debug now only shows GBuffer enabled material (no more forward only materials)
- Changed previous fix of PS4 crash in ShaderPassForward (it caused debug lighting for transparent objects to break).
8 年前
GitHub
36fc976c
Merge pull request #353 from EvgeniiG/fix_mat_class_fwd
Perform the stencil test during the MaterialFeatureFlag generation
8 年前
GitHub
5b703a3f
Merge pull request #352 from Unity-Technologies/Branch_FixSkyExport
Branch fixskyexport
8 年前
Evgenii Golubev
860587d6
Perform the stencil test during the MaterialFeatureFlag generation
8 年前
GitHub
a8c5d6d8
Merge pull request #351 from Unity-Technologies/Branch_FixGBufferDebugPS4
Fixed GBuffer full screen debug pass to use DrawFullScreen instead of blit (blit would not work on PS4 with a shader that use only vertexIDs as input).
8 年前
Rune Stubbe
5f1e866a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
GitHub
874a61d0
Merge pull request #350 from EvgeniiG/master
Disable caching of SSS parameters
8 年前
Evgenii Golubev
13d8a406
Disable caching of SSS parameters
8 年前
GitHub
f92ef9c5
Merge pull request #342 from EvgeniiG/opt_sss
Port SSS to compute with an LDS texture cache
8 年前
Rune Stubbe
94ab8e7f
Fixed tilesize mismatch in compute version of opaque clustered shading
Removed unused featureflag variants for opaque clustered shading
8 年前
Evgenii Golubev
a04a82ab
Merge branch 'master'
8 年前
sebastienlagarde
24050f4e
HDRenderPipeline: Fix an issue with single pass mode not working with SSS anymore
8 年前
sebastienlagarde
b26d474f
HDRenderPipeline: Fix issue in tilepass are light loop
8 年前
sebastienlagarde
eb67ed8f
HDRenderPipeline: A bit more cleanup and minor fix
8 年前
GitHub
d86ba083
Merge pull request #348 from Unity-Technologies/Rename-shaderopaque-deferred.compute
HDRenderPipeline: Rename ShadeOpaque => deferred.compute + AO can affect direct lighting
8 年前
sebastienlagarde
6a6e049c
HDRenderPipeline: Rename ShadeOpaque => deferred.compute + AO can affect direct lighting
- and clean the TilePassLoop to have less code duplication
8 年前
sebastienlagarde
2016f575
HDRenderPipeline: Move ShaderConfig.cs.hlsl to ShaderVariables.hlsl
8 年前
GitHub
7fd91c5d
Merge pull request #347 from Unity-Technologies/Cleaning-SplitEvaluation-+-classification
Add variant for material classification + clean split lighting evaluation
8 年前
sebastienlagarde
5ba18d3a
Add variant for material classification + clean split lighting evaluation
8 年前