177 次代码提交 (8d5e998d-1643-4bda-b571-f320af1eb82a)

作者 SHA1 备注 提交日期
sebastienlagarde 1ec6d8b9 First set of files 8 年前
sebastienlagarde 76f890ea Very minimal loop done, display red shader 8 年前
sebastienlagarde aa06ca56 Minimal loop wit forward shader 8 年前
sebastienlagarde 940b6d13 Update ShaderLibrary and UnityStandard code 8 年前
sebastienlagarde 4984a6d0 Prepare for deferred rendering 8 年前
sebastienlagarde 016758b2 Update a bit the code for deferred + some notation update 8 年前
Sebastien Lagarde 6a00b2b9 Add misc function for deferred rendering 8 年前
sebastienlagarde 0c45d07f HDREnderLoop: Convert CGPROGRAM to HLSLPROGRAM + Add double sided support 8 年前
sebastienlagarde b7ac9b37 HDRenderLoop: Make transparent object working + doublesided mode work 8 年前
Sebastien Lagarde 00d2aece HDRenderLoop: Add few function to the shader library related to far cry 4 talk 8 年前
sebastienlagarde acd11ee0 HDRenderLoop Rename DisneyGGX to Li and convert to whitesapce convention 8 年前
sebastienlagarde fe99ce30 HDRenderLoop: Add PreLightData concept (optimization) 8 年前
vlad-andreev bf6e54c5 tabs -> spaces 8 年前
sebastienlagarde feca166f Merge remote-tracking branch 'origin/master' 8 年前
sebastienlagarde a149a4db HDRednerLoop: First draft of meta pass for lighttransport 8 年前
Sebastien Lagarde 3ff1088c HDRenderLoop: More misc change + try to compile meta pass (not working yet) 8 年前
Sebastien Lagarde 86a99676 HDRenderLoop: Fix compil error 8 年前
Sebastien Lagarde d75972a9 HDRenderLoop: Add LightProbe + ProbeVolume support (not tested) 8 年前
Sebastien Lagarde e7a1bb1b HDRenderLoop: Update to new texture abstraction everywhere 8 年前
Sebastien Lagarde c03433e2 HDRenderLoop: Add velocity shader pass 8 年前
Paul Demeulenaere bd465a6d - Plug tangent, bitangent & vertexColor for MaterialGraph Integration 8 年前
sebastienlagarde f15e0c7c HDREnderLoop: First draft of new layeredLit shader 8 年前
Paul Demeulenaere 16333450 Merge remote-tracking branch 'origin/master' into scriptablerenderloop-materialgraph 8 年前
Sebastien Lagarde 62c01cdd HDRenderLoop: First no working version of cluster FPTL 8 年前
Paul Demeulenaere f44b8fd2 Merge remote-tracking branch 'origin/master' into scriptablerenderloop-materialgraph 8 年前
Sebastien Lagarde 39c9f7ed HDRenderLoop: First draft not working of depth pixel offset 8 年前
Sebastien Lagarde 5d839c48 HDRenderLoop: Fix depthVS issue + introduce HDCamera 8 年前
Evgenii Golubev e195a008 Remove semicolons after macro definitions 8 年前
Julien Ignace 9613bb46 - Added the possibility for material layers to inherit from the base layer normal map. 8 年前
Arnaud Carre c6cc77c0 added bench scene with many objects using lightmaps & light probes 8 年前
GitHub 800198d1 Fixed TransformObjectToTangent 8 年前
Evgenii Golubev 1272e08c Move orthonormalization into GetSurfaceAndBuiltinData() 8 年前
Evgenii Golubev d5a0ffa8 Fix typos 8 年前
Paul Demeulenaere 40290c81 Merge remote-tracking branch 'origin/master' into scriptablerenderloop-materialgraph 8 年前
Arnaud Carre 2cdff1ec Merge branch 'master' into batch_rendering 8 年前
Antti Tapaninen 0c84a4f2 explicitly set unity_ProbeVolumeSH precision 8 年前
sebastienlagarde b7ce99a8 HDRenderPipeline: Push draft not compling 8 年前
Julien Ignace d967a950 Made a copy of the depth buffer after all opaque so that it can be read during the transparent pass. 8 年前
Arnaud Carré arnaud@unity3d.com ca6b7f62 Merge branch 'master' into batch_rendering 8 年前
Sebastien Lagarde 1391c962 HDRenderPipeline: Miss one file 8 年前
Sebastien Lagarde f1b63cc8 HDRenderPipeline: Some rename and cleanup + add few surface gradient define case 8 年前
Evgenii Golubev b764b1b3 Implement efficient depth linearization for oblique view frustums 8 年前
Evgenii Golubev aee19128 Remove 'positionCS' from 'PositionInputs' 8 年前
Arnaud Carre 3c290788 Merge branch 'master' into batch_rendering 8 年前
Julien Ignace 2b3c73fa Changed the way we handle reading into the bound depth buffer. 8 年前
GitHub 5cb0e855 Merge pull request #173 from Unity-Technologies/Branch_CopyDepthTexture 8 年前
Evgenii Golubev e30162ef Fix shadows for tessellation 8 年前
Evgenii Golubev ea306870 Fix the raw depth from the depth offset 8 年前
Evgenii Golubev f6fefa69 Add view dependency to computed linear depth values 8 年前
Evgenii Golubev fedcbf38 Add ortho projection support to GetWorldSpaceNormalizeViewDir() 8 年前
Evgenii Golubev 996f79ff Set consistent tessellation levels for camera and shadow views 8 年前
Evgenii Golubev 3464c886 Fix shadows from directional lights 8 年前
Evgenii Golubev 8aef3158 Improve variable naming 8 年前
Arnaud Carre b38bced1 Merge branch 'master' into batch_rendering 8 年前
Arnaud Carre 5a1e20d8 temp commit my branch before trunk merge 8 年前
Evgenii Golubev f347b262 Fix orthographic camera detection 8 年前
Tim Cooper c30d33b8 [Format]Reformat via format.pl to match the new conventions 8 年前
Arnaud Carre 66e32153 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into batch_rendering 8 年前
Arnaud Carre f9bee4e4 prepare HD shaders for new fast batcher compatibility 8 年前
sebastienlagarde a711b9ee HDRenderPipeline: Also split tangent 8 年前
sebastienlagarde 30553d56 HDRenderPipeline: Add test scene 8 年前
Evgenii Golubev 70499455 Switch to HDCamera matrices (WIP, shadows have not yet been fixed) 8 年前
Evgenii Golubev f27a7df2 Update ShaderVariables.hlsl with changes from Unity 8 年前
Thomas Hourdel dcedff6e Added motion vectors support; Refactored HDCamera 8 年前
Arnaud Carre 9ef2366c Now UnityPerDraw can be bound at any slot + enabling debug shader symbol 8 年前
Evgenii Golubev 0a7924ff Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into hdrp_matrix 8 年前
Julien Ignace 512668d7 Removed all uniforms from global namespace in shaders to ensure coherent constant buffer layout in compute shaders across kernels. 8 年前
Arnaud Carre e9b3071e Merge branch 'master' into Branch_Batching2 8 年前
Evgenii Golubev 5570c647 Merge branch 'master' 8 年前
Evgenii Golubev 78d34610 Split 'ShaderVariables.hlsl' into 3 files 8 年前
Evgenii Golubev 08f93209 Use the legacy Unity matrices for shadow map rendering 8 年前
Evgenii Golubev b3bd2618 Camera-relative rendering WIP 7 年前
Arnaud Carre b7e36e2f Merge branch 'master' into Branch_Batching2 7 年前
Arnaud Carre a9656da4 Merge branch 'master' into Branch_Batching2 7 年前
Thomas Hourdel db994ece Added support for jittered projection matrix; Fixed motion vectors 7 年前
Arnaud Carre 4fcf88bb Merge branch 'master' into Branch_Batching2 7 年前
sebastienlagarde 2016f575 HDRenderPipeline: Move ShaderConfig.cs.hlsl to ShaderVariables.hlsl 7 年前
Arnaud Carre ad0fb3d8 Merge branch 'master' into Branch_Batching2 7 年前
Evgenii Golubev 2cba6a27 Add support for volumetric shadowing and spot lights 7 年前
Evgenii Golubev 7c8fbd71 Improve fog parametrization (+optimize) 7 年前
Julien Ignace d4b9dd15 Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting. 7 年前
Evgenii Golubev 4b498c82 Initial implementation of stochastic alpha test using TAA 7 年前
Paul Melamed c4761310 color map and normal maps working for decals 7 年前
Evgenii Golubev a46c0009 Merge the old volumetrics code (WIP) 7 年前
Evgenii Golubev c212b126 Clean up the volumetric lighting code 7 年前
Sebastien Lagarde 36f3cfd4 merge unity 2017.3 7 年前
Sebastien Lagarde 69f19bc0 HDRenderPipeline: Add support of shadow mask (Disabled in 2017.3) - require C++ change 7 年前
Evgenii Golubev d57bf9b9 Fix tessellation frustum culling, clean and optimize 7 年前
Evgenii Golubev b452c309 Merge branch 'Unity-2017.3' 7 年前
Evgenii Golubev 43a667f7 Save a bit of ALU on projection matrices 7 年前
Evgenii Golubev ef40d37f Modify OptimizeProjectionMatrix() to work with oblique projections 7 年前
Evgenii Golubev fdcd7680 Merge branch 'Unity-2017.3' of https://github.com/EvgeniiG/ScriptableRenderLoop into volumetrics 7 年前
Evgenii Golubev d1c74bcb Merge branch 'master' 7 年前
GitHub 02005b3f Add a comment 7 年前
Evgenii Golubev 13210372 Use macros instead of directly referencing matrix variables 7 年前
Evgenii Golubev a3165a72 Merge branch 'master' 7 年前
GitHub 63809e17 Fix grammar 7 年前
Evgenii Golubev 7b797ff7 Merge branch 'master' 7 年前
Raymond Graham 7f1a89ea Motion Vector Support 7 年前
Raymond Graham d537f99e Small comments and cleanup 7 年前
Evgenii Golubev 4cd2d228 Replace all sampler macros with SAMPLER 7 年前
Evgenii Golubev f0008026 Move the samplers from Lit.hlsl to ShaderVariables.hlsl 7 年前
Evgenii Golubev 5e6cfadc Remove redundant samplers in LightLoopDef.hlsl 7 年前
Evgenii Golubev 26ec6100 Update the texture abstraction to support shadows 7 年前
Evgenii Golubev c16681df Merge branch 'master' 7 年前
GitHub 56786b4c Merge pull request #622 from Unity-Technologies/motionVectorSupport 7 年前
Evgenii Golubev 7779e807 Merge branch 'master' 7 年前
Evgenii Golubev 5da18693 Add temporal integration support to the Disney SSS 7 年前
Evgenii Golubev 78563feb Merge branch 'master' 7 年前
Evgenii Golubev 452affe6 Add comments 7 年前
Sebastien Lagarde cfbd4190 Missing file for PR with ViewPram and determinant 7 年前
Evgenii Golubev 24634f16 Reduce the reliance on macros for sampling the V-Buffer 7 年前
Evgenii Golubev 1f5d453d Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into mainline 7 年前
sebastienlagarde f0a8ba4d HDRenderPipeline: Move variables in correct cbuffer 7 年前
Raymond Graham e93f78ef Bring over Instancing support to HDRP shaders. 7 年前
Evgenii Golubev c86b3214 Merge branch 'master' 7 年前
Paul Melamed bd31b3cc Temp commit, 1st attempt at instanced decals is working. 7 年前
Raymond Graham d1c64b56 Merge branch 'master' into gpuInstancingSupport 7 年前
Evgenii Golubev d6e30390 Remove 2x QR instruction from the SSS pass 7 年前
Evgenii Golubev be59f96a Address the PR feedback 7 年前
Sebastien Lagarde a79042e5 Merge branch 'master' into pr/798 7 年前
Paul Melamed 6deb71dc Merge branch 'master' into prototype/decals_drawinstance 7 年前
Paul Melamed 983ccfcb Using proper instancing path. 7 年前
Sebastien Lagarde 2549f4ea Update font debug code, support char, int and float 7 年前
Evgenii Golubev b8ee7c27 Handle the repeat mode using the sampler for proper filtering 7 年前
GitHub 1d07f3a6 Merge pull request #808 from Unity-Technologies/prototype/decals_drawinstance 7 年前
GitHub 27e9fd00 Merge pull request #828 from EvgeniiG/master 7 年前
Evgenii Golubev ffea0999 Add more phase functions 7 年前
Julien Ignace 39692887 - Fixed Gaussian/Depth pyramid rendering and debug 7 年前
Evgenii Golubev 1ef2e80a Use an improved (generalized) depth distribution 7 年前
Evgenii Golubev 03f7d07a Add preliminary ambient probe support 7 年前
Evgenii Golubev 4ab61ec7 Add basic light probe support to volumetric lighting 7 年前
Evgenii Golubev 3d08aa2e Use the Cornette-Shanks phase function for the ambient lighting 7 年前
Julien Ignace 950b560d Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RTRefactoring 7 年前
Evgenii Golubev cf3f599b Use Peter-Pike's shader code 7 年前
Julien Ignace f956cebd Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RTRefactoring 7 年前
Evgenii Golubev 1df1dda7 Rename: "_GlobalFog" -> "_Global", "HomogeneousFog" -> "HomogeneousMediumVolume" 7 年前
Evgenii Golubev fdd5cb7f Ignore VBuffer scale 7 年前
Robert Srinivasiah 84dcd92c Plug-in stereo matrices plus bind new stereo matrices 7 年前
Evgenii Golubev 070349c8 Merge branch 'master' 7 年前
Evgenii Golubev 2bf107d2 Rename to follow convention 7 年前
Robert Srinivasiah 8218bb9a Use HDCamera modified stereo view matrices 7 年前
Evgenii Golubev 2202a083 Remove UnityPerCamera, introduce UnityPerView 7 年前
Evgenii Golubev a3e9bdfc Improve the support of orthographic rendering 7 年前
Evgenii Golubev ab45179f Improve integration with stereo rendering 7 年前
Evgenii Golubev c4d118bd Rename 'param' -> 'params' for consistency 7 年前
Evgenii Golubev f1876370 Update the comment 7 年前
Evgenii Golubev ef6c6a3e Add _FrustumParams to UnityPerView 7 年前
Evgenii Golubev 41b3bcf7 Fix the bug with animated materials 7 年前
Evgenii Golubev 1c4ab14a Move stuff from `UnityPerFrame' which was actually updated at the per-view frequency 7 年前
Evgenii Golubev f3d6b339 Add additional deprecation comments 7 年前
Evgenii Golubev b62b0d12 More comments 7 年前
Evgenii Golubev 2c4bd864 Add and/or rename to legacy Unity shader variables 7 年前
sebastienlagarde ce90ed04 Factor AmbientOcclusion code 7 年前
Frédéric Vauchelles 09596c67 Merge branch 'master' into feature/SSR 7 年前
Frédéric Vauchelles b6f0098d (wip) SSR for deferred 7 年前
Evgenii Golubev 00676317 Introduce the VolumetricLightingController component 7 年前
Evgenii Golubev 0be42a4f Use correct terminology: rename "asymmetry" -> "anisotropy" 7 年前
Frédéric Vauchelles 6a14305e Merge branch 'master' into feature/SSR 7 年前
Evgenii Golubev 32c0fc42 Port integral and density buffers to the RTHandle system 7 年前
Evgenii Golubev e7f0a6d1 Fix issues with light leaking in volumetric lighting 7 年前
Evgenii Golubev 91dc696c Merge upstream/master 7 年前
sebastienlagarde 89270e64 Rename _MainDepthTexture to _CameraDepthTexture (For builtin compatibility) 7 年前
sebastienlagarde 2dc510de Fix deferredDirectional shadow + add line in changelog 7 年前
GitHub c3aaee56 Merge pull request #1302 from EvgeniiG/master 7 年前
Frédéric Vauchelles 27865707 Reproject SSR with motion vectors 7 年前
Frédéric Vauchelles 6f23a811 Jitter ray origin to add noise instead of banding when raymarching 7 年前
Frédéric Vauchelles d5c1a104 Added toggle to raymarch behind objects 7 年前
Frédéric Vauchelles 3932faa4 Merge branch 'master' into feature/SSR 7 年前
sebastienlagarde a2e180a5 Update code to allow Macro matrix to work after PR feedback 7 年前
Sebastien Lagarde 73e96f75 Add macro to show error when using unity_ObjectToWorld/unity_WorldToObject 6 年前
Julien Ignace be5922ef Refactor of constant buffers in HDRP 6 年前
Julien Ignace ac1230bd Changes based on review feedback 6 年前
Sebastien Lagarde 413dd3f2 Update shaderVariableDecal (fix issue with decal and batcher) 6 年前
GitHub 80d748f5 Add light linking support (#1758) 6 年前
Evgenii Golubev d55f8b9e Use the correct sampler for density volumes 6 年前
Sebastien Lagarde 2b3f449e Fixing winding and VFACE order issue + Remove _DetViewMatrix 6 年前