Julien Ignace
8f426d69
Removed "Use Density Mode" checkbox. Shader feature is now automatically deduced from the parameters of all layers.
7 年前
Julien Ignace
057a142d
New more "regular" version of height based blend.
7 年前
Julien Ignace
f63d11a1
Removed baseColor influence threshold and minimum opacity parameters
7 年前
Julien Ignace
9f664a03
- Removed "simple" layered lit.
- InlfuenceLayeredLit now shares UI with the Lit shader and displays it in foldouts for each layer.
7 年前
Julien Ignace
7d46e579
"Simple" LayeredLit WIP
7 年前
robbiesri
6232ca29
Initial support for XR and RenderPass
Basic use case using prototype engine code living in Hg graphics/srp/xr-renderpass-sandbox. Works with single pass double-wide.
Engine handles connecting CameraTarget to VR device texture.
Remaining work:
* Support stereo instancing
* Support transient textures
7 年前
GitHub
f11434e9
Merge pull request #362 from Unity-Technologies/BasicRenderPipelineXR
Add XR Support to BasicRenderPipeline
7 年前
robbiesri
d46b51d7
Shader updates to support VR in BasicRenderPipelineShader.shader
The important changes here are actually to support stereo instancing and multiview.
I'm not sure if I need the multi_compile bit, but it's nice as an example.
7 年前
GitHub
63179c80
Merge pull request #363 from Unity-Technologies/LighweightPipelineXR
Add XR Support to LightweightPipeline
7 年前
Julien Ignace
719e0012
Renamed LayeredLit shaders and UI classes to InfluenceLayeredLit.
7 年前
robbiesri
56270c88
Merge branch 'master' into LighweightPipelineXR
7 年前
robbiesri
b643e952
Add intermediate blit path support to BasicRenderPipeline
7 年前
robbiesri
4ebf9cfd
Fix clear code in LightweightPipeline
The clear code wasn't clearing depth if the camera clear flag was set to Skybox. The skybox rendering is dependent on depth being cleared initially, so it can fill in areas that opaque rendering hasn't covered. But right now, depth is not being cleared, which breaks rendering.
This is a temporary fix for the clear code, as it isn't entirely optimal for TBDR GPUs. Ideally, the first camera in the camera stack will clear both depth and color in order to prevent tile initialization. Then the following cameras will avoid color clearing as they will need to load the contents from the previous camera render. This code will be amended when Felipe adds camera stack support to LightweightPipeline.
7 年前
Julien Ignace
82232448
Renamed LayeredLit files to InfluenceLayeredLit
7 年前
robbiesri
34caf919
Shader changes to support XR in Lightweight Pipeline
7 年前
robbiesri
e4853716
Set up Intermediate Blit option on BasicRenderPipeline asset
Do some plumbing in order to set up a UI interface for BasicRenderPipeline, in order for the actual rendering to pick up this option. It will be used to configure an example intermediate target for rendering.
7 年前
GitHub
25438380
Merge pull request #361 from EvgeniiG/fix_refl_probe_sorting
Apply reflection probes in the order defined by their volume
7 年前
Julien Ignace
9ef9e63b
Renamed LayeredLit folder to InfluenceLayeredLit
7 年前
Evgenii Golubev
ae1d5714
Apply reflection probes in the order defined by their volume
7 年前
robbiesri
a3b2bb83
Script support for XR in LightweightPipeline
Script changes were relatively trivial.
The only real tricky part I ran into was that I had to change the temporary RT release point to after the final blit, because of how texture arrays work right now if you need to blit between them. If the reference is released too early, the texture is freed just before the blit. This only affects the Stereo Instanced path.
7 年前
robbiesri
8175f17d
Most basic support for XR in SRP
The most barebones version of XR support in SRP is just using the new APIs to stereo-ize culling, render setup (matrices, viewports, RTs), and draws.
7 年前
uygar
876f9979
Added dithering to cascade transitions. There are now two functions to choose from, to either blend between cascades doing two fetches, or dither doing just one fetch.
Added functions to query the world space position of a shadowmap sample.
7 年前
robbiesri
1e9af58f
Restore PostProcessing submodule commit: the sequel
This time, merge request #357 accidentally rolled back the PostProcessing submodule.
7 年前
GitHub
b9db30ff
Merge pull request #360 from Unity-Technologies/Branch_FixPS4Compilation
Fixed shader compilation on PS4
7 年前
Evgenii Golubev
4787f47e
Remove the temporal component from the LOD transition
7 年前
sebastienlagarde
ab5c2b5c
HDRenderPipeline: Small fix for anisotropy shader
7 年前
GitHub
ab4674ab
Merge pull request #359 from EvgeniiG/tweak_lod_pattern
Implement a higher quality uniform noise function
7 年前
uygar
05ca6220
Changed CachedEntry type from struct to class to avoid unnecessary copies when doing array operations.
Replaced unnecessary array copy in VectorArray class.
7 年前
sebastienlagarde
7f7c6532
HDRenderPipeline: Fix issue in aniso material
7 年前
sebastienlagarde
9bfa31a7
HDRenderPipeline;: Update graphic project for latest C++
7 年前
GitHub
812f886d
Merge pull request #358 from EvgeniiG/tweak_lod_pattern
Slightly tweak the LOD pattern to ensure the geometry is always visible
7 年前
Julien Ignace
f7e74b01
Fixed shader compilation on PS4
7 年前
Evgenii Golubev
e4e4bd7a
Implement a higher quality uniform noise function
7 年前
GitHub
3997328c
Merge pull request #357 from Unity-Technologies/Branch_DebugViewFixes
Various fix for debug modes:
7 年前
Julien Ignace
cfe40176
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_DebugViewFixes
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForward.hlsl
7 年前
Evgenii Golubev
d4c3224f
Slightly tweak the LOD pattern to ensure the geometry is always visible
7 年前
uygar
178ae77f
Added smooth cascade transitions to cascaded shadowmaps.
7 年前
sebastienlagarde
6e00ceff
HDRenderPipeline: Update ShaderIds for SSAO
7 年前
Robert Srinivasiah
d011ec59
Restore PostProcessing submodule commit
Merge request #342 (Evgenii/opt_sss) accidentally rolled back the PostProcessing submodule. This sets it back to what it was.
7 年前
sebastienlagarde
3011d36c
HDRenderPipeline: Bring back cluster code (but disable it)
7 年前
GitHub
847a8746
Merge pull request #356 from Unity-Technologies/Branch_FixCrashDebugPS4
Removed lighting computation from forward pass when doing debug. This caused crashes on PS4 due to uninitialized buffers.
7 年前
GitHub
36dc2912
Merge pull request #355 from Unity-Technologies/Precompute-ShaderIds
Precompute shaderids
7 年前
sebastienlagarde
edcb2bf5
More ShaderIds convertion
7 年前
sebastienlagarde
c688e5a6
Change all shaderIds name to their real name to avoid conflict with g_ and _
7 年前
sebastienlagarde
4dfbb936
Fix second merge issue
7 年前
sebastienlagarde
c22ec084
Fix after merge
7 年前
GitHub
a1018e5a
Merge pull request #354 from EvgeniiG/master
Make sure the stencil buffer is copied for the shader feature classification pass
7 年前
sebastienlagarde
8ad5a2cb
Merge remote-tracking branch 'refs/remotes/origin/master' into Precompute-ShaderIds
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
7 年前
GitHub
3e56725a
Update DebugViewMaterialGBuffer.shader
7 年前
Evgenii Golubev
09de458a
Make sure the stencil buffer is copied for the shader feature classification pass
7 年前