sebastienlagarde
70e09822
Delete HDRenderLoop asset
8 年前
Evgenii Golubev
839c2ec2
Add a TODO
8 年前
GitHub
23f2ee44
Merge pull request #71 from Unity-Technologies/Renaming-HDRenderLoop
Renaming hdrenderloop to hd renderPipeline
8 年前
Evgenii Golubev
66d2b7d7
Remove GetShiftedNdotV() from IntegrateGGXAndDisneyFGD()
8 年前
sebastienlagarde
cb97b488
HDRenderLoop: Rename renderLoop to renderContext
8 年前
Evgenii Golubev
ec1f1b58
Implement D_GGX_Visible()
8 年前
sebastienlagarde
b890244e
HDRenderLoop: Rename the directory HDRenderLoop in HDRenderPipeline
8 年前
Evgenii Golubev
a0e8eceb
Remove clamp from anisotropic GGX
8 年前
sebastienlagarde
aacfb575
Rename HDRenderLoop to HDRenderPipeline
8 年前
Evgenii Golubev
83703533
Remove the clamp - it is not necessary
8 年前
GitHub
f3e5d8cd
Merge pull request #70 from EvgeniiG/master
Improve the quality of EnvMap filtering
8 年前
Evgenii Golubev
fff4efdf
Remove multiple definitions of the light sampling texture dimensions
8 年前
Evgenii Golubev
b1ef27bc
Update comments
8 年前
Evgenii Golubev
360609df
Reduce the importance sampling bias
8 年前
Evgenii Golubev
1b52a0cc
Make sure light sampling (and eventually MIS) can be correctly toggled at runtime.
8 年前
Evgenii Golubev
7ad2f0d1
Clamp NaNs arising during light sampling
8 年前
Evgenii Golubev
a8c79dbc
Move UNITY_SPECCUBE_LOD_STEPS out of D3D11.hlsl
8 年前
Evgenii Golubev
6f11466b
Revert the UNITY_SPECCUBE_LOD_STEPS change
8 年前
Evgenii Golubev
cd501ebc
Vary the sample count depending on roughness
8 年前
Evgenii Golubev
26726ebe
Improve MIS texture parameter naming
8 年前
Evgenii Golubev
0ec36b00
Remove randomization
8 年前
Evgenii Golubev
77cca537
Remove extra bias
8 年前
Evgenii Golubev
f25905a5
Remove random + 0.5
8 年前
Evgenii Golubev
ff3bc37e
Add TODOs
8 年前
Evgenii Golubev
2da423a6
Bias importance sampling
8 年前
Evgenii Golubev
efd3ad16
Replace tangent frames with 'localToWorld'
8 年前
Evgenii Golubev
1af099df
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into MIS
8 年前
Evgenii Golubev
6fed15cc
Correct and rename UNITY_SPECCUBE_LOD_STEPS
8 年前
GitHub
41a8c8e2
Merge pull request #69 from Unity-Technologies/refactorentrypoint
Refactorentrypoint
8 年前
Tim Cooper
dfee6188
Merge branch 'master' into refactorentrypoint
8 年前
Evgenii Golubev
e5351e0c
Factor out BinarySearchRow()
8 年前
Tim Cooper
2a19f5f7
Remove camera provider (pass from C++ again) + update loops to match new unity side code.
8 年前
Evgenii Golubev
ab866dab
Add the initial implementation of light importance sampling
8 年前
Tim Cooper
5b39107f
Make changes based on joachims feedback.
-Split Asset / created instance more cleanly.
-Asset provides an RenderLoop instance that can be used for rendering
-Remove data store (implicitly the loop instance now)
8 年前
Evgenii Golubev
d1f3563b
Rename ImportanceSampleGGXViewIndDir() to ImportanceSampleGGXDirVeqN()
8 年前
Tim Cooper
287456d2
fix final issues (possible null ref + calling wrong function on cleanup)
8 年前
Evgenii Golubev
e195a008
Remove semicolons after macro definitions
8 年前
Tim Cooper
0f344926
Fix feedback from PR
8 年前
Evgenii Golubev
33a76e5a
Factor out PARALLEL_SCAN()
8 年前
Tim Cooper
1144884f
Merge remote-tracking branch 'origin/master' into refactorentrypoint
Conflicts:
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.cs
8 年前
Evgenii Golubev
3c94f605
Store the MIS data in an equiareal map
8 年前
Julien Ignace
31df85eb
LayeredLit: Vertex colors now act as a height offset when using height based blend.
8 年前
Tim Cooper
5ce376fd
Moving to interfaced based SRL for better abstraction from Unity core
8 年前
Evgenii Golubev
c31ad089
Build probability tables using only 2D textures (cubemaps as arrays)
8 年前
Julien Ignace
36d89c76
- Improved LayeredLit test scene.
- Added a menu item to re-synchronize all LayeredLit materials.
- Fixed some multi-editing issues with LayeredLit material.
8 年前
Tim Cooper
d159698d
Add code to the loops to clear the intermediate renderers generated by the loop.
8 年前
GitHub
7a0c40da
Refactorentrypoint ( #68 )
Update to the RenderPipes to support the new paradigm on how to go about writing a renderpipe.
Renderloops now should only contain configuration information + a call out to the rendering logic (preferably living in a static function). A loop now executes within a 'rendering context' that passes along a sidecar configuration file called a 'DataStore'. Any transient information that is needed between frames should be stored in this datastore (things like the materials / rendertextures). When the renderloop is destroyed this sidecar data is automatically cleaned up. It can also be cleaned manually.
Currently only the BasicRenderLoop has been ported to this new model due to the other loops not having a separation of concerns between transient data and configuration. They need the loop owners to detangle this before porting to the new model can take place. These existing loops still work, but they suffer from the same lifecycle issues they have had up unti...
8 年前
Tim Cooper
6efb23b6
[srl]Start porting loops to use new state context.
8 年前
runes
4e827773
Changed tabs to spaces and removed debug code in shadeopaque
8 年前
Tim Cooper
7c771e53
[srl]Fix scene view rendering of fptl and hd loop
8 年前