Robert Srinivasiah
3c4e8108
Discard accidental usage of FrameSettings argument
I missed that I could use m_FrameSettings, like a dummy
7 年前
Sebastien Lagarde
0f30f74a
Do lazy evaluation for ReflectionProbePreview material
7 年前
Robert Srinivasiah
b106666f
Stereo-ize screen-space AABBs generation (AABBBoundsBuffer)
In order to stereo-ize this job, the following work was needed:
* Dispatch twice as many thread groups. Use the GroupID.y to select the eye being processed.
* Submit one set of convex bounds per eye. Two bounds are generated for each light.
* Submit stereo-aware projection matrices, passed in as an array, and indexed with the stereo eye index in the compute shader.
* Output one set of AABBs for each eye.
* Increase size of compute buffers to support the stereo case (WIP)
This was verified with the test suite and manually via RenderDoc.
7 年前
Sebastien Lagarde
4d0b3071
add shadow resource to renderpipeline resource
- Move shadow .shader and .compute from ShaderLibrary to Shadow folder
- Init material and compute throught SahdowAtlasInit
7 年前
Robert Srinivasiah
e4ac194b
Merge remote-tracking branch 'origin/master' into hdrp-xr-lighting
7 年前
Sebastien Lagarde
0c54bec9
Move resources outside of resource folder
- Move all shader/material in Resources folder to CoreResource folder
- Move DisplayShadowMap.Shader out of Resources folder
- Pass needed material to Core function through parameters
- Update reflection system to take RenderPipeline resource into account
7 年前
Paul Melamed
60d9cb71
address some PR comments
7 年前
Robert Srinivasiah
91d96ee3
Start building out stereo matrix arrays for tiled lighting jobs (WIP)
Stereo-ize the projection (and derived) matrices that get used in BuildGPULightListsCommon. This is a partial update for the C# side, no shader updates yet.
Also, append the right eye light cull data (bounds + volumes) to the master light list cull data.
7 年前
Sebastien Lagarde
2f370fd8
Remove undeleted meta
7 年前
Paul Melamed
429be124
Merge branch 'master' into decals/clustered
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
7 年前
Robert Srinivasiah
6626255e
Merge remote-tracking branch 'origin/master' into hdrp-xr-lighting
7 年前
GitHub
4c2e72ce
Merge pull request #965 from Unity-Technologies/Expose-bias-control-parameter
Expose bias control parameter
7 年前
sebastienlagarde
f115166b
Expose bias control parameter
7 年前
sebastienlagarde
3d515f02
HDRenderPipeline: Update shadow to be Tent3 by default
7 年前
GitHub
9a17ea34
Merge pull request #964 from Unity-Technologies/Add-support-of-Preview-sky
Add support of Preview sky
7 年前
sebastienlagarde
df5a7472
Add support of Preview sky
7 年前
sebastienlagarde
c5845945
Fix compil issue with Ontile and FPTL
7 年前
sebastienlagarde
eced067f
Rename Iridescence Thickness to Iridescence Layer Thickness
7 年前
sebastienlagarde
bdb10d8a
HDRenderPipeline: Fix issue with Velocity buffer being null when motion vector are disabled
7 年前
sebastienlagarde
fffecc61
HDRenderPipeline: Disable Shadow sample biasing due to its cost
7 年前
GitHub
2376836c
Merge pull request #858 from Unity-Technologies/shadows-biasing
Shadows biasing
7 年前
sebastienlagarde
e347d974
Merge remote-tracking branch 'refs/remotes/origin/master' into shadows-biasing
7 年前
GitHub
f41a8420
Merge pull request #962 from Unity-Technologies/shadergraph
Add Shader Graph repository as a submodule
7 年前
GitHub
fa72e030
Merge pull request #963 from Unity-Technologies/Fix-material-debug-mode
Fix material debug mode
7 年前
Robert Srinivasiah
68890aea
Use corrected screen size for generating tile size
Screen size != actual size (texture)
Interestingly, this is 'mostly' right at this point. The per-tile light lists for the right eye might not be exactly right, but the light data in the tile is correctly formatted. So next is generating the correct information in the tile!
7 年前
sebastienlagarde
64d02d61
Fix material debug mode
7 年前
Robert Srinivasiah
736da156
Merge remote-tracking branch 'origin/master' into hdrp-xr-lighting
7 年前
Peter Bay Bastian
1997acea
Bump package versions
7 年前
GitHub
e9c5ba18
Merge pull request #959 from Unity-Technologies/Add-support-of-Camera-Clear-Flags
HDRenderPipeline: Add support for camera features flags
7 年前
GitHub
584f2e00
Update HDCameraUI.cs
7 年前
Peter Bay Bastian
8a3bfc72
Update ShaderGraph submodule commit
7 年前
GitHub
9b67994c
Update HDCamera.cs
7 年前
Peter Bay Bastian
32c2253b
Add ShaderGraph repository as a submodule
7 年前
Robert Srinivasiah
971061f5
Build right eye light cull information
But it isn't sent to the GPU yet
7 年前
Sebastien Lagarde
85b4f2bb
Add support for black Thumbnail
7 年前
GitHub
c73b5e81
Merge pull request #961 from Unity-Technologies/LT-ShadowFixes
LW: Fixes to shadow caster / depth passes for shadows.
7 年前
Robert Srinivasiah
2d5b988d
Merge remote-tracking branch 'origin/master' into hdrp-xr-lighting
7 年前
Sebastien Lagarde
a48dc895
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-support-of-Camera-Clear-Flags
7 年前
GitHub
d71819ce
Merge pull request #960 from Unity-Technologies/Rename-SpotCookieSize-to-CookieSize
Rename SpotCookieSize to CookieSize
7 年前
Sebastien Lagarde
e5ba3df3
RenameSpotCookieSize to CookieSize
7 年前
Sebastien Lagarde
32b1fe35
HDRenderPipeline: Add support for camera features flags
7 年前
uygar
275279fa
Introduced new macros for flow control attributes.
7 年前
GitHub
4a48a252
Merge pull request #958 from Unity-Technologies/Fix-Graphic-test-1201
Update texture param of object space normal map
7 年前
sebastienlagarde
53ab337f
Update parameter name in InitDefaultHDAdditionalShadowData
7 年前
Sebastien Lagarde
67b01344
Update texture param of object space normal map
7 年前
sebastienlagarde
456c6c9e
Merge branch 'shadows-biasing' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into shadows-biasing
7 年前
Sebastien Lagarde
3e8d0140
HDRenderPipeline: Update Material test scene
7 年前
uygar
75a06b95
Added a combined contact shadows + normal biasing pass.
Replaced shadow specific cubemap face function. The shadow system is now going to use the one from common.hlsl.
Renamed nrml to normal.
Added a few comments.
7 年前
Sebastien Lagarde
4e72f56f
HDRenderPipeline: Fix various typo for iridescence
7 年前
uygar
f7122de7
Padded the ShadowData struct so its a multiple of 16 bytes.
7 年前