sebastienlagarde
53c4ba59
HDRenderPipeline: Apply tiling on both base and details map (was only on base)
8 年前
runes
8d6eac51
compile fixes for xbox one
8 年前
runes
84860a17
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
runes
cb7bce50
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
uygar
f41b5af9
Added missing compute shader from previous commit.
8 年前
uygar
94d9ef0a
Added support for choosing shadow algorithms. Each algorithm can have up to 8 variants.
Added VSM, EVSM and MSM shadowmaps.
Added custom editor to additional light data for drawing shadow specific UI.
8 年前
uygar
4ab44f55
Added missing call to postupdate in shadow atlas after rendering the last shadowmap.
8 年前
uygar
15b40544
Updated project version to new version formatting.
8 年前
uygar
4d0a2ea9
Capitalized unpack function name.
8 年前
uygar
72e1a88c
Fixed shader compilation errors caused by the previous merge when enabling the new shadow system.
8 年前
uygar
77102a68
Merge branch 'master' into shadows
8 年前
uygar
e54554a7
Assigned proper tile producer to hdrenderpipeline.
8 年前
uygar
26a238ec
Disabled new shadow system again in preparation of a merge into the main branch.
8 年前
uygar
02ed6370
Added a new ShadowPayload struct that contains 4 ints to cut down on the number of buffer load instructions in shaders.
Updated the code to use the new shadow payload struct instead of a simple int[] array.
Removed an obsolete assertion.
8 年前
uygar
02e3fa95
Moved shadow sampling patterns into a new file called ShadowSampling.hlsl.
Modified functions in ShadowAlgorthims.hlsl to use the sampling functions in the new sampling header.
8 年前
runes
2ce17b6c
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
uygar
9372c439
Moved shadow setup related code into its own class to make separation from the light loop easier.
8 年前
uygar
a9dc4866
Modified ShadowmapBase by adding a new enum bitmask designating the supported shadow types by this shadowmap.
Modified ShadowManager to take an array of shadow maps instead of only one. The shadowmanager will allocate lights according to each shadowmap's supported shadows mask. Shadowmaps are traversed in order specified in the constructor. Currently there's a limit of 4 maps per light type.
Changed shadow sampling functions in shader code to support multiple comparison samplers.
Modified tilepass to pass two shadowmaps, one for directional, one for point lights, to the shadowmanager to test the new functionality. This will probably change again soon.
8 年前
uygar
7f956895
Removed obsolete line from shadow.hlsl file.
Replaced tabs with spaces.
8 年前
uygar
c8a27740
Merge branch 'master' into shadows
8 年前
uygar
06337f53
Deleted Leaf.meta file.
8 年前
Evgenii Golubev
7cabcadf
Use DrawProcedural() for drawing full screen
8 年前
Evgenii Golubev
ed2dfbc7
Fix build issues of the Unity player
8 年前
Evgenii Golubev
5bc9c921
Avoid incorrectly shading the skybox region
8 年前
Evgenii Golubev
538bf3b2
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Evgenii Golubev
0d77adff
Implement faster (achromatic) bilateral weighting
8 年前
Evgenii Golubev
1de4ebd0
Use more efficient parameter clamping
8 年前
Evgenii Golubev
580ddd97
Perform runtime weight normalization
8 年前
Evgenii Golubev
5c69bd3c
Fix bilateral weighting
8 年前
Julien Ignace
60dd6c48
Implemented lighting debug in the shader.
8 年前
Evgenii Golubev
00ba8344
Remove the bilateral scale and store RGB (1 / (2 * WeightedVariance))
8 年前
runes
3b9f1e7d
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Julien Ignace
0da32ed1
Merge branch 'master' into Branch_DebugLighting
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
# Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
8 年前
Evgenii Golubev
d4418247
Change the default values of the subsurface radius and thickness
8 年前
Evgenii Golubev
be01c5e2
Perform proper bilateral filtering
8 年前
Evgenii Golubev
fb6b5b98
Replace 'new' with 'CreateInstance'
8 年前
Julien Ignace
506c1212
Merge branch 'master' into Branch_DebugShadows
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
8 年前
Evgenii Golubev
05f1871c
Fix additive blending in the deferred shader
8 年前
Evgenii Golubev
3c0d55d7
Disable blending during the first SSS pass
8 年前
Evgenii Golubev
cc117c57
Change the defaults values of thickness and the SSS radius
8 年前
Evgenii Golubev
b3db0917
Allow for multiple SSS profiles
8 年前
Evgenii Golubev
20a45ba0
Use per-pixel SSS radius scale
8 年前
Julien Ignace
62fe15a4
Refactored current debug structures to be consistent with how Shadow Debug worked and correctly split Settings and Debug Parameters
8 年前
Evgenii Golubev
62b97260
Improve naming
8 年前
Julien Ignace
aab6d427
- Fixed last directional cascade to not be fully shadowed.
- Renamed Shadow Debug to Lightinig Debug and added GUI for Diffuse/Specular lighting debug.
8 年前
Evgenii Golubev
f43fbd7c
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Julien Ignace
fe794f54
- Fixed shadow map debug max slider value with the correct number of visible shadows
- Fixed the shadow debug display shader to use the full screen quad GetVertexPosition method.
8 年前
Julien Ignace
9410e16d
Merge branch 'master' into Branch_DebugShadows
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
8 年前
Evgenii Golubev
517ba2ae
Create an asset for the SSS UI
8 年前
Evgenii Golubev
8e286ad5
Enable subsurface radius and thickness parameters
8 年前