Jens Holm
ab80ca3c
Make master preview resize rendertexture continuously
7 年前
Jens Holm
f3467681
Make master preview collapse relative to mouse position and afterwards recalculate new docking position
7 年前
Jens Holm
b1e38c12
Add collapse button on master preview
7 年前
Jens Holm
adf3203d
Fix typo in resizeBorderFrame name
7 年前
Jens Holm
cfaa488d
Make serialized window layout serialize abosulte position properties
7 年前
GitHub
c08093e7
Merge pull request #298 from Unity-Technologies/fix-for-enum-control-size
Fixed the enum control size, so it is now aligning properly in the UI
7 年前
Jens Holm
11eb245d
Add acess to master previews texture view and add default size for preveiw in uss
7 年前
Martin Thorzen
c4047df5
Fixed the enum control size, so it is now aligning properly in the UI
7 年前
Martin Thorzen
b0ebffa3
Started the work on adding path functionality to shaders.
7 年前
Jens Holm
6a079706
Add function in WinowDockingLayout to apply layout position or size
7 年前
GitHub
eae8c0fc
Merge pull request #293 from Unity-Technologies/vector-input-fields
Vector input fields and IMayRequirePosition
7 年前
Jens Holm
d411c659
Refactor resize side handels to use absolute position properties
7 年前
GitHub
0d17d3ed
Merge pull request #291 from Unity-Technologies/uss-for-channel-enum-mask-control
[FIX] # 288
7 年前
Martin Thorzen
cfd61180
New node settings. Moved the createsettingselement to the master node
7 年前
Martin Thorzen
abd8a058
Made IMayRequirePosition public
7 年前
GitHub
685fecd6
Merge pull request #286 from Unity-Technologies/trunk-compatibility
More trunk compatibility fixes
7 年前
Peter Bay Bastian
13a428be
More trunk compatibility fixes
7 年前
Martin Thorzen
57b10b82
[FIX] # 288 Updated the ChannelEnum and ChannelEnumMask controls to use their own uss files. This solves the 5pixels extra width on the nodes using them.
7 年前
Martin Thorzen
9720e0dc
Added input fields to the vector nodes
7 年前
Robert Srinivasiah
e606b3b4
Stereo-ize writes to output buffers + enable stereo!
g_LayeredOffset and g_logBaseBuffer are stereo eye index dependent, so generate the correct offsets/indices into the proper eye-dependent half of the buffer.
And finally, enable stereo-ized clustered light list generation!
The next piece of work is to enable stereo-ized light list reads in the light loop! Next branch/PR!
7 年前
Robert Srinivasiah
f80efab2
Sample from correct portion of g_depth_tex
g_depth_tex is a stereo texture, so we need to sample from the correct portion dependent on the eye index
With that, all reads are stereo-aware!
7 年前
Robert Srinivasiah
a8e4b376
Stereo-ize reads from g_vBigTileLightList
I needed to index into the correct half of the big tile light list, dependent on stereo eye index
7 年前
GitHub
62c92de8
Merge pull request #1027 from Unity-Technologies/LW-MetaPassFix
Meta Fix, using world2clip instead of pbject2clip
7 年前
Robert Srinivasiah
cb02319a
Generate correct indices for g_vBoundsBuffer
The mins/maxs are separeted, so we need to generate correct index data.
7 年前
Thomas
e23d090b
Fix for packman
7 年前
Robert Srinivasiah
4b9402f6
Use GenerateLightCullDataIndex to properly index bounds/volumes
Fetching raw light indices from the coarse list, and running them through GenerateLightCullDataIndex to get stereo eye dependent light culling data.
7 年前
GitHub
9acee18f
Merge pull request #1031 from Unity-Technologies/Remove_HD_Components_ContextMenu
Add "Remove HD *" context menu items for light / reflection probe / camera
7 年前
Robert Srinivasiah
f953f444
Comment cleanup + steorize last function
The hard part (buffer index gen) is coming up!
7 年前
GitHub
84669008
indent correctly
7 年前
Robert Srinivasiah
06b914bd
Generate eye index, and start using to index proj matrices
The eye index is generated from the GroupID.z value, which will be doubled in stereo case.
7 年前
Remy
8bbade68
Add "Remove HD *" context menu items for light / reflection probe / camera
7 年前
GitHub
6bd4de5b
Merge pull request #1032 from Unity-Technologies/LightmapDecodeFixes
Make sure we get the correct lightmap decode parameters when in gamma…
7 年前
Robert Srinivasiah
ff6c3d3e
Pass in stereo projection matrices to clustered light list gen
Though we are still referencing the hard-coded index 0 of the pair
7 年前
GitHub
9eb3f510
Merge pull request #1029 from Unity-Technologies/update-shadergraph
Update ShaderGraph submodule (DO NOT BACKPORT)
7 年前
Robert Srinivasiah
1a077742
Extensive notes about what and how to stereo-ize clustered light gen
Strictly comments, but this lays out the infrastructure needed to support stereo
Basically:
* Screen-space texture? Generate stereo corrected coordinates
* Light cull data (view dependent)? Generate stereo corrected indices
* BigTile lookup? Generate stereo corrected indices
* Screen-space light AABBs? Generate stereo corrected indices
* Using projection matrices? Stereo indexing
* Writing out layared offsets or backplane info? Stereo corrected
The only thing that really doesn't get stereo corrected is the clustered light list, as they are tightly allocated, completely independent of cluster location.
7 年前
Peter Bay Bastian
b8114a3a
Update ShaderGraph submodule (DO NOT BACKPORT)
7 年前
Joel de Vahl
73b75a26
Make sure we get the correct lightmap decode parameters when in gamma mode
7 年前
GitHub
ceaafcae
Rename the "Enable Ultra Quality SSS" option
7 年前
Robert Srinivasiah
14e8b51f
Merge remote-tracking branch 'origin/master' into hdrp-xr-bigtile
7 年前
sebastienlagarde
6d6c47f8
Fixed comment and typo about line light function/calculation
7 年前
Robert Srinivasiah
bbed8914
Cleanup comments
And actually rename s_TempIntArray!
7 年前
Andre McGrail
c59ab44d
Meta Fix, using world2clip instead of pbject2clip
7 年前
sebastienlagarde
b25e74b2
Various light fix for HD
- Light was incorrectly initialize with physical light unit
- hide toggle default editor
- hide warning of reflection probe that spam the console
7 年前
Robert Srinivasiah
1dbc76c2
Working implementation of stereo big tile
Need to clean up comments, but wanted to leave them in here for posterity (useful dev notes in there)
7 年前
GitHub
f469d277
Merge pull request #1024 from Unity-Technologies/LW-MaterialUpgrades
Lw material upgrades
7 年前
Robert Srinivasiah
ca84b696
Create LightCullUtils.hlsl to manage light index generation
We use our light index, stereo eye index, and number of lights to generate various indices into our light cull buffers. Instead of re-calculating stuff in every shader, we should have a common place to do these calculations!
7 年前
GitHub
6a69b095
Merge pull request #1021 from Unity-Technologies/lwrp-xr-per-cam
LWRP - Disable stereo on cams that don't have both target eyes enabled
7 年前
Robert Srinivasiah
35e49053
Support stereoized g_mScrProjectionArr in bigtile
eyeIndex is sourced from GroupID.z
7 年前
GitHub
793fe433
Merge pull request #1020 from Unity-Technologies/lwrp-xr-shader-fixes
LWRP XR Fixes
7 年前
Robert Srinivasiah
a9ca9749
Annotate changes needed in Big Tile Shader
Just comments
7 年前