mmikk
27ed7249
throwing in fptl project
it's a render pipeline in the making
8 年前
mmikk
c8549891
get rid of redundant blendmode routines
get rid of redundant blendmode routines and don't use overlay mode by
default
8 年前
vlad-andreev
9854fa87
updated shaders after the 5.4 merge
8 年前
vlad-andreev
4382d424
fixed scene view
8 年前
vlad-andreev
60d4b7c4
shader upgrade to 5.5
8 年前
vlad-andreev
43fe87ad
first pass at shadows with FPTL
8 年前
vlad-andreev
1f47f98c
fix linear rendering
8 年前
vlad-andreev
21b003b8
fptl: first stab at directional light support (directional shadows not yet working in scene view)
8 年前
mmikk
5a3b035e
insert early out in shadow code for finite lights
insert early out in shadow code for finite lights
8 年前
vlad-andreev
d8b94019
fptl: added skybox rendering and a final blit pass, got rid of flip vertical nonsense in the shader
8 年前
vlad-andreev
326ac6a3
fptl: proper linear rendering
8 年前
vlad-andreev
54dac420
fptl: cookie texture settings and conversion, RGBA cookies
8 年前
vlad-andreev
2ef69948
fptl: fixed point light cookie transform
8 年前
mmikk
195cdbc5
fix cookie coord for point light
fix cookie coord for point light
8 年前
vlad-andreev
7bb76860
[fptl] non-shadowcasting directional lights were turning the scene black
8 年前
mmikk
7b51125d
no need to use .xy to determine z
no need to use .xy to determine lin z
8 年前
vlad-andreev
19c489a6
[fptl] converted shaders to use autogenerated .hlsl includes
8 年前
mmikk
832e4f70
prep work for supporting clustered as well as opaque only plus some clean up and removal of hungarians.
prep work for supporting clustered as well as opaque only plus some
clean up and removal of hungarians.
8 年前
mmikk
e4638323
some arb. bug fixes for clustered and further integration changes
some arb. bug fixes for clustered and further integration changes
8 年前
mmikk
30fbb008
bugfix, workaround for missing SetInt on shader feature backfired
bugfix, workaround for missing SetInt on shader feature backfired
8 年前
mmikk
e80c0e73
choose logBase value such that 50% of clusters (out of 64) are consumed between near plane and max opaque depth.
choose logBase value such that 50% of clusters (out of 64) are consumed
between near plane and max opaque depth (only when a depth buffer is
available). This allows us to light things behind the opaque tile while
allowing us to keep a limit on memory consumption.
8 年前
vlad-andreev
31d2e3b6
[fptl] remove accidentally committed debug code
8 年前
mmikk
d62f5fd8
unified lighttemplate code for deferred and tiled forward with callback to material function
unified lighttemplate code for deferred and tiled forward with callback
to material function
Need to do the same for reflection next
8 年前
mmikk
91cb86e4
isolated reflection probes to a template as well and isolated all global params to being set from one function
isolated reflection probes to a template as well and isolated all global
params to being set from one function.
8 年前
vlad-andreev
bf6e54c5
tabs -> spaces
8 年前
mmikk
aca1be24
prepare for available emission
prepare for available emission and remove emission buffer as source
8 年前
Aras Pranckevicius
3333b3d3
FPTL: fix decoding of emission buffer
8 年前
Aras Pranckevicius
f1c43935
Always do HDR in FPTL test, switch albedo buffers to LDR
8 年前
mmikk
b55fa843
added shader and script side for conventional forward
added shader and script side for conventional forward
8 年前
runes
7b5fc7e9
Added numbers to OverlayHeatMap
8 年前
runes
344748a4
Added checkbox for enabling Tile Debug Visualization
8 年前
mmikk
802c6dbc
ps4 compiler didn't care for the repeat declaration.
ps4 compiler didn't care for the repeat declaration.
8 年前
Filip Iliescu
3d25b8df
Fix a crash when running viking village using forward clustered renderer, and set shaders to 4.5 so they work on Mac OS
8 年前
Antti Tapaninen
81f3ecea
increase precision to full floats for _CameraDepthTexture
8 年前
Sebastien Lagarde
a1e0f1e9
Rename scriptableRenderLoop Folder to ScriptableRenderPipeline
- Rename all "loop" name to "pipeline" name for FPTL/Basic/HD
- Update all include in HDRenderPipeline to match C++ #include path that
is Asset/ScriptableRenderPipeline
Caution: This PR require the new C++ code
8 年前
Robert Srinivasiah
16072312
More progress to VR FPTL
Everything is about ready except for the deferred lighting pass
8 年前
robbiesri
f7a1cea9
Final bits to support FPTL in VR
Only thing left is skybox, but tiled light generated and deferred lighting work!
8 年前
Tim Cooper
c30d33b8
[Format]Reformat via format.pl to match the new conventions
8 年前