sebastienlagarde
3b0e1c97
HDRenderPipeline: Large refactor of all the pass attribute and varying system
8 年前
sebastienlagarde
53b5f4b3
HDRenderPipeline: Fixing a lot of compiling issue, all is now compiling
8 年前
sebastienlagarde
f0a158b3
HDRenderPipeline: Plenty of other fix - shader compiler crash with internal error for tesselation
8 年前
sebastienlagarde
097f767c
HDRenderPipeline: Fix a lot of thing, tesselation work with lit shader but fail with layeredLit + planar and triplanr doesn't work
8 年前
Sebastien Lagarde
1cc45a08
HDRenderPipeline: Push various error and warning fix
8 年前
sebastienlagarde
e25f8c19
HDRenderPipeline: Add object scale
8 年前
sebastienlagarde
298c7695
HDRenderPipeline: Clean some code in Tessellation
8 年前
Sebastien Lagarde
cc2fcd8e
HDRenderPipeline: Move calculation of CreateTangentToWorld to pixel shader
8 年前
Tim Cooper
c30d33b8
[Format]Reformat via format.pl to match the new conventions
8 年前
Julien Ignace
a58a777f
Added first version of vertex wind and a corresponding test scene.
7 年前
Julien Ignace
526ece06
Fixed a parameter inversion in wind computation.
7 年前
Julien Ignace
83a7b5d3
Added a directionality parameter to the wind vertex animation.
7 年前
Evgenii Golubev
b3bd2618
Camera-relative rendering WIP
7 年前
runes
dd5838bd
sample game delta:
-FPS Mode (Render mesh with custom FOV)
-only PCF shadows with game specific limits
-Atmosphere y-offset property
7 年前
sebastienlagarde
59ba33dd
HDRenderPipeline: Fix issue with wind not behaving correctly in shadows
7 年前
Julien Ignace
9c3561fd
Fixed Vertex Normal usage in vertex shaders when needed by the Wind.
7 年前
Julien Ignace
c024c281
Fixed compilation error (Disable wind for Velocity because of the known Normal Attribute issue)
7 年前
Evgenii Golubev
73b6f981
Fix a shader compile error
7 年前
Peter Andreasen
867c8236
Merge remote-tracking branch 'origin/master' into sample_game
7 年前
sebastienlagarde
b9915628
HDRenderPipeline: First draft of support of vertex displacement
7 年前
sebastienlagarde
5d0125b2
HDRenderPipeline: Rename diplacement to vertex displacement and add a per pixel dispalcement scale (not done)
- And expose debug display properties
7 年前
sebastienlagarde
a40f87a0
Clean/update for distortion + add a transparent depth prepass
- Rename All ForwardDisplayDebug to ForwardDebugDisplay
- Clean/factor code for distortion and SetEnablePass
- Add support for a RenderTransparentDepthPrepass (can be use for hair)
- Distortion pass is now consider as always a separate pass (no MRT
during particles rendering)
7 年前
Peter Andreasen
2ef7d649
merged with master
7 年前
sebastienlagarde
551e98f0
Refactor the UI to have vertex, pixel and tessellation displacement
- This commit will break the data that use displacement
7 年前
sebastienlagarde
af8794d4
Remove object scale from attribute/interpolator of tessellation
7 年前
Peter Andreasen
e2332032
Merge remote-tracking branch 'origin/master' into sample_game
7 年前
Raymond Graham
7f1a89ea
Motion Vector Support
HDRenderpipeline changes to support Motion Vector Pass.
7 年前
Peter Andreasen
87c36d52
merged with master
7 年前
Raymond Graham
e93f78ef
Bring over Instancing support to HDRP shaders.
7 年前
Paul Melamed
651c6311
generating decal normal to decal space matrix in vertex shader
7 年前
Paul Melamed
6deb71dc
Merge branch 'master' into prototype/decals_drawinstance
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariables.hlsl
7 年前
sebastienlagarde
9354740d
HDRenderPipeline: Revert minor code done by decals PR that should have been reverted also
7 年前
Peter Andreasen
8b8ef607
Merge remote-tracking branch 'origin/master' into sample_game
7 年前
Evgenii Golubev
2202a083
Remove UnityPerCamera, introduce UnityPerView
6 年前
Yao Xiaoling
534a3864
Remove unused shader code. Compute terrain tangent in code.
6 年前
Yao Xiaoling
10c48c2c
Implemented terrain instancing. Updated UnityInstancing.hlsl for SRP.
6 年前
Chris Tchou
f37d6cf2
First pass HDRP lit vertex anim
Works, issues to fix:
screen position and view direction are not accesible in vertex shader
unlit shader needs update
6 年前
sebastienlagarde
ee31a3ad
HDRP: Improve camera relative rendering precision on object
Improve camera relative rendering precision on object
- Apply camera translation on the model matrix
- Add a function GetObjectPositionWS
- User are required to always used TransformObjectToWorld or GetObjectToWorldMatrix, they should never access to UNITY_MATRIX_M
- When a user want absolute world position it must use GetAbsolutePositionWS(positionWS). positionWS is either camera relative space or absolute position depends on settings, only a call to GetAbsolutePositionWS() guarantet that we are in absolute position
6 年前
sebastienlagarde
c1827b93
Rename positionWS to positionRWS + update shader graph template
6 年前
Yao Xiaoling
38856112
Fix merge.
6 年前
Yao Xiao Ling
9eecd76f
Use ApplyMeshModification instead of ApplyPreVertexModification.
6 年前