mmikk
27ed7249
throwing in fptl project
it's a render pipeline in the making
9 年前
Aras Pranckevicius
b226d5cd
Update for CubemapArray API changes
8 年前
vlad-andreev
f41bce43
hotswapping/reimporting of cookie textures
8 年前
vlad-andreev
51a4931d
fix tabs
8 年前
vlad-andreev
54dac420
fptl: cookie texture settings and conversion, RGBA cookies
8 年前
vlad-andreev
371607ee
fix cut and paste issue
8 年前
vlad-andreev
03f141d0
TextureCache: rolled back format conversion code, fixed test scene to match code changes
8 年前
vlad-andreev
269c29f8
fixed script compile errors in the standalone build
8 年前
vlad-andreev
bf6e54c5
tabs -> spaces
8 年前
vlad-andreev
ef44a1f3
[fptl] first pass at code cleanup and coding conventions compliance
8 年前
vlad-andreev
3e91c5e0
code cleanup part deux
8 年前
sebastienlagarde
21454a21
HDRenderLoop: Fix OBB and sphere project for reflection probe, now working
8 年前
vlad-andreev
3b8e0543
moved to the experimental namespace
8 年前
vlad-andreev
4a922123
use Graphics.ConvertTexture() in TextureCache
8 年前
mmikk
c9bc3369
prep work for high-end mobile support
prep work for high-end mobile support. Most mobile doesn't support
textureCubeArray so built-in to TextureCacheCubemap we allow a special
path which converts to panorama on the fly upon texture cache population
(only at the very moment when the cube map is injected and cached).
8 年前
mmikk
36652038
enable trilinear on panos for ibl on mobile
enable trilinear on panos for ibl on mobile
8 年前
mmikk
922fa26b
minor clean up. Didn't need these afterall
minor clean up. Didn't need these afterall
8 年前
Robert Cupisz
9fc44597
TextureCache shouldn't derive from UnityEngine.Object
1. No need. 2. When it does, and it's created with new(), ==null checks
don't work as expected and the objects newer get cleaned up, leaking
memory.
8 年前
Paul Demeulenaere
795ccf44
- Move HDRenderLoop to HDRenderPipeline
- Work in progress : only fix compilation, code generation should be rework
8 年前
mmikk
a47fa1e5
cube map fixup on devices with no cubemap array support
cube map fixup on devices with no cubemap array support.
Enable vertical clamping on the panorama (but preserve horizontal
repeat) to avoid bleeding from top to bottom and vice versa in the
panorama.
8 年前
Filip Iliescu
9c8adb1a
enable panaroma for iOS
8 年前
Antti Tapaninen
c3b566bd
work in progress, avoid using cubemap textures on mobile targets
8 年前
Torbjorn Laedre
90252d1d
Moved common classes into UnityEngine.Experimental.Rendering namespace.
8 年前
Tim Cooper
c30d33b8
[Format]Reformat via format.pl to match the new conventions
8 年前
Antti Tapaninen
d12d767d
use GraphicsSettings.HasShaderDefine for future Unity builds
8 年前
mmikk
74a055c5
rename since this issue is specific to HDR (ie. do we have bc6 or not)
rename since this issue is specific to HDR (ie. do we have bc6 or not)
8 年前
Joel de Vahl
b682a01c
TextureCache: return invalid slice index instead of throwing null pointer exception when getting queried with a null texture
8 年前
mmikk
69c4cf5a
allow force-reinject even under cache hit (disabled by default)
allow force-reinject even under cache hit (disabled by default)
8 年前
mmikk
11d5531b
make this editor cache thing editor only
make this editor cache thing editor only
8 年前
mmikk
816ec401
turned out HasShaderDefine() landed in 2017_1 afterall
turned out HasShaderDefine() landed in 2017_1 afterall
8 年前
Tim Cooper
696ae193
Fixing memory allocations
8 年前
Filip Iliescu
43450c47
fix black texture editor bug in pano TextureCache
8 年前
mmikk
a84b633b
fix texture cache when there is a texture update from within the editor.
fix texture cache when there is a texture update from within the editor.
7 年前
Filip Iliescu
4adbf45e
Merge branch 'master' into OnTileDeferred
7 年前
mmikk
bc44d60f
fix scene change issues when using NO_CUBE_ARRAY (grab from filips change on metal branch)
fix scene change issues when using NO_CUBE_ARRAY (grab from filips
change on metal branch)
7 年前
mmikk
2d62f7b0
enable a couple of relevant asserts in the texture cache
enable a couple of relevant asserts in the texture cache
7 年前
Evgenii Golubev
ea6b4b2e
Add helper code to solve issues with reflection probes
7 年前
Evgenii Golubev
24906cf6
Implement a small optimization of the texture cache
7 年前
sebastienlagarde
5a6d78c4
Update project from sratch
7 年前
Evgenii Golubev
f6f6afc3
Fix reflection probe updates by checking the texture hash
7 年前
Evgenii Golubev
32790c37
The hash is Editor-only, so make sure not to break standalone players
7 年前
Evgenii Golubev
607da948
Remove the code made redundant by exposing the texture hash
7 年前
Frédéric Vauchelles
eb462aff
Updated texture cache with texture update count property
7 年前
Frédéric Vauchelles
317de042
Use the texture count instead of hash to detect runtime updates for textures
7 年前
Julien Ignace
f901ecbc
Realtime Reflection Probes WIP: Implemented Specific Reflection Probe cache and do the GGX convolution on GPU for every probes.
7 年前
Julien Ignace
8b37cbb5
Reflection Probe Cache: Handled input of the wrong size/format with an additional conversion step.
7 年前
Julien Ignace
faa9bda2
- ConvertTexture is now properly called from the CommandBuffer and not Graphics in the Texture Cache
- Fixed probe convolution to not happen when rendering realtime probes.
- Fixed Sky Environment update to happen at the beginning of the frame (so during reflection probe updates if any) to avoid visual lag in reflections.
7 年前
Julien Ignace
a7fec507
- Added new Global and Frame settings to start refactoring them.
- Removed Specular/Diffuse global dimmer from serialized global setting and put them in per frame lightingSettings instead.
7 年前
Tim Cooper
c6f38d1a
temp commit
7 年前
sebastienlagarde
06524b75
HDRenderPipeline: Fully qualified name for UnityEngine.Graphics to avoid namespace conflict
7 年前
Frédéric Vauchelles
fe773302
Merge master
7 年前
Julien Ignace
1308feb1
Merge branch 'feature/realtimeCubemap' of https://github.com/Unity-Technologies/ScriptableRenderLoop into feature/realtimeCubemap
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
7 年前
Julien Ignace
e5480b0c
Temporarily removed code dependent from C++ PR in order to do a PR.
7 年前
Frédéric Vauchelles
b3297fb6
[Cubemap] Added BC6H support for ReflectionProbeCache
7 年前
Julien Ignace
1f62747c
- Renamed texture cache "update count" tout "slice entry hash"
- Updated real time cubemap scene baked data
7 年前
Julien Ignace
2b609ae4
- Split Debug classes in separate files
- Free Camera controls are now disabled when debug menu is enabled.
7 年前
Julien Ignace
5242cd7f
Removed #ifdef for C++ dependent code in TextureCache.
7 年前
Frédéric Vauchelles
6541de0b
Merge master
7 年前
Frédéric Vauchelles
fd7610a6
[BC6H] Renamed argument
7 年前
sebastienlagarde
116379ee
Add memory RT name/information everywhere
7 年前
Sebastien Lagarde
e5ba3df3
RenameSpotCookieSize to CookieSize
7 年前
Sebastien Lagarde
0c54bec9
Move resources outside of resource folder
- Move all shader/material in Resources folder to CoreResource folder
- Move DisplayShadowMap.Shader out of Resources folder
- Pass needed material to Core function through parameters
- Update reflection system to take RenderPipeline resource into account
7 年前
Thomas
b74496d0
Fixed a leak in the decal system
7 年前
Antti Tapaninen
2ecbc4b6
remove dead code
7 年前
sebastienlagarde
a12382a2
- Removed useless shadow atlases from HDRP
- Added debug texture name to all our caches
- Fixed a few leaks (rendertexture, materials, ...)
7 年前
Tim Cooper
98a0966b
Tizen does not exist in 2018.2+ so hide warning.
7 年前
Tim Cooper
143fcc5f
Tizen not supported on 18.2+
7 年前
Evgenii Golubev
f1877508
Update GetRenderTargetAutoName() to support volume textures
7 年前
Tim Cooper
fafb59af
Run code formatter.
7 年前
sebastienlagarde
67c1ca49
Remove UNITY_2018_2_OR_NEWER define (as we are on 2018.2)
7 年前
Antoine Lelievre
8012ce85
Added a warning for 128x128 cookie texture without mipmaps
6 年前
Antoine Lelievre
d5938a0f
Fixed TextureCache2D for RenderTextures
6 年前