sebastienlagarde
5882c727
HDRenderLoop: Draft of refator not working
8 年前
Sebastien Lagarde
0e900c4e
HDRenderLoop: Commit second draft, need testing
8 年前
Sebastien Lagarde
5afbdc3c
HDRenderLoop: Push a version with C# that compile
8 年前
Sebastien Lagarde
23a7a206
HDRenderLoop: Enable linearLighting and CCT + rename rebuild to build
8 年前
Julien Ignace
58445897
Procedural sky now uses the Sky Framework (V1 functionality not tested)
8 年前
Sebastien Lagarde
5d839c48
HDRenderLoop: Fix depthVS issue + introduce HDCamera
8 年前
Julien Ignace
2ec18892
Merge branch 'master' into SkyFramework
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
# Assets/ScriptableRenderLoop/HDRenderLoop/Sky/SkyRenderer.cs
8 年前
Julien Ignace
75e969dc
Hacked in a better PCF for directional light.
8 年前
Tim Cooper
e9ce1c42
[srl]Implement c# changes to match the c++ code changes.
8 年前
sebastienlagarde
aacfb575
Rename HDRenderLoop to HDRenderPipeline
8 年前
sebastienlagarde
cb97b488
HDRenderLoop: Rename renderLoop to renderContext
8 年前
Tim Cooper
2b3f2f91
[refactor namespace]
UnityEngine.Experimental.ScriptableRenderLoop -> UnityEngine.Experimental.Rendering
UnityEngine.Experimental.ScriptableRenderLoop -> UnityEngine.Experimental.Rendering.{LoopName}
8 年前
Tim Cooper
aa75277c
[refactoring] HDLoop to do nice allocate / deallocate based on instantiation of loop instances.
8 年前
Evgenii Golubev
2bfdeef3
Output diffuse lighting into a separate render target
8 年前
Evgenii Golubev
d1ed6394
Split lighting for all materials into diffuse and specular
8 年前
Evgenii Golubev
738befc5
Make a copy of the stencil buffer
8 年前
Tim Cooper
72689571
Pulling tile pass into it's own asset. :)
8 年前
uygar
2a8f7eaa
Added missing files from initial commit.
8 年前
Evgenii Golubev
ac23a82e
Merge branch 'master' into SSSSS
8 年前
Julien Ignace
60dd6c48
Implemented lighting debug in the shader.
8 年前
uygar
c8a27740
Merge branch 'master' into shadows
8 年前
Julien Ignace
2a8e9ce0
Renamed all XXXParametrers class to XXXSettings for consistency.
8 年前
Evgenii Golubev
c444fb8a
Add an option to globally disable SSS
8 年前
Evgenii Golubev
672495ee
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
uygar
77102a68
Merge branch 'master' into shadows
8 年前
Julien Ignace
2b3c73fa
Changed the way we handle reading into the bound depth buffer.
- Now Depth buffer is not copied anymore on PS4
- On other platform, depth buffer is used only once and the copy is used as a texture in all shader that need it. Depth Buffer Render Target is no longer changed.
8 年前
Julien Ignace
0c28f619
- PushGlobalXXX methods in TilePass.cs now use command buffer (all but Int version which does not exist yet)
- Moved setup of various compute buffers for lighting so that they are compliant with double buffering when it's in.
8 年前
uygar
3043024a
First step in removing the old shadow system. Stubbed out the old system in HDRenderloop.
8 年前
uygar
1d081a77
Moved shadow related files into ShaderLibrary and common to reflect their general usage.
Added support for the new shadow library to fptl.
Introduced a new shadow include inline file to support different shadow setups for different light loops per project.
Restructured the code a bit in order to support multiple instances per project.
Fixed and issue with broken shaders when one of the samplers was set to 0.
8 年前
Tim Cooper
c30d33b8
[Format]Reformat via format.pl to match the new conventions
8 年前
uygar
8db09493
Merge branch 'master' into shadows
8 年前
sebastienlagarde
ed55ce8f
HDRenderPipeline: Clean debgu settings
- Merge debugViewMaterial with Lightingdebug mode into a DisplayDebug
(less pass)
- Clean debug code, remove useless file
8 年前
uygar
c0b6dcd6
Removed the old shadow system.
Removed the temporary namespace ShadowExp.
8 年前
Sebastien Lagarde
58f36f39
Merge remote-tracking branch 'refs/remotes/origin/master' into shadows
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
8 年前
runes
3b96f39a
Moved tiled lighting debug to separate function so that it also works for forward.
Fixed mouse selection in tiled lighting debug.
8 年前
Sebastien Lagarde
8eeef7b8
Merge remote-tracking branch 'refs/remotes/origin/master' into shadows
8 年前
sebastienlagarde
dc6d3e84
HDRenderPipeline: Re-enable shadow atlas visualization + some clean
8 年前