Stephane Laroche
3187dab5
New StackLit forward only material: Can serve as a basic template for a new lit material creation with a different lighting code path glued in material.hlsl.
Only supports base unlit material parameters with the addition of : analytical lights with a diffuse lambert BSDF, interpolated geometric normal and double sided option.
7 年前
Stephane Laroche
ad31624f
-Add base 2 lobe specular GGX along with inputs and UI.
-Fix missing base* keyword setting and gui virtual function callbacks (in addition to their abstract equivalent already handled) (see BaseUnlitUI)
7 年前
Stephane Laroche
959a0e88
-Add environment lighting that accounts for our 2 lobes base layer, for reflections only for now.
7 年前
Stephane Laroche
e5b6c4fb
Implement vertically layered BSDF model with anisotropy.
7 年前
Stephane Laroche
6a42ea81
Uniformity, dual lobe material feature keyword.
7 年前
Jean-François F Fortin
6f2a25cc
SSS + Transmission
7 年前
sebastienlagarde
bac63c51
Add ambient occlusion properties on Stacklit
7 年前
Jean-François F Fortin
9f8080f8
Added SSS (works, untested) and Transmission (untested).
7 年前
sebastienlagarde
2de26e3b
Adding various UI for stacklit (iridescence + clean) first draft
7 年前
sebastienlagarde
c53df482
Fix various problem + add DielectricIor
7 年前
sebastienlagarde
b9939e8b
Various fix for coat smoothness of stacklit
7 年前
Stephane Laroche
39777104
Independent Coat Normal Map: Input management
7 年前
Jean-François F Fortin
ec47ffff
Added the texture filtering for normal maps + the roughness filtering. (DISABLED+UNTESTED)
7 年前
Stephane Laroche
1ba253a4
Fix normal map filtering for both base roughnesses and coat normal map.
7 年前
Tim Cooper
fafb59af
Run code formatter.
7 年前
Sebastien Lagarde
2871eb29
Update specularAA handling in stacklit
7 年前
Stephane Laroche
6830f5c5
Added iridescence on the bottom of the stack (needs a bit of work still, had to hack to avoid TIR, dual normal will still cause artefacts because of the fake refraction through the geometric normal. Also to check/fix f0 handling and conversion).
7 年前
Sebastien Lagarde
d69fdafe
HDRP: Add support for multiple PreIntegratedFGD + updte hlsl debug number
7 年前
Stephane Laroche
f46075fb
Merge remote-tracking branch 'mainrepo/master' into StackLit2
# Conflicts:
# com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.hlsl
# com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.cs.hlsl
# com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.hlsl
7 年前
Stephane Laroche
ef1f7d32
Stacklit. Make sure LTC area lights are setup correctly if no other material has set them up.
6 年前
Stephane Laroche
6d2710d9
Spherical Pivot Transformed Distribution initial commit.
6 年前
Stephane Laroche
6a34e975
StackLit: proper ambient occlusion, specular occlusion and bentnormals
-Make the AO and SO path clean since we're forward based (no more double occlusion and occlusion on emissive).
-Configurable per-lobe specular occlusion on environment lights and debug options. Also use GTAOMultiBounce tint in the context of vertical layering.
(Enabling SO is orthogonal to bentnormals presence, the choosen algo for the data-based occlusion will use the normal or bentnormal if present)
-Bentnormal map which piggy backs on all normal map parameters (add UI code to allow this too)
-Fix GGX energy compensation term application
-Reuse some Lit shader_feature keywords
6 年前
Stephane Laroche
12aebb34
StackLit: New base parametrization and dual lobe hazy gloss parametrization.
-SpecularColor mode now selectable
-Dual specular lobe has two parametrization: direct and hazy gloss (Barla et al. 2018-07)
-UI changes to support multiple parametrizations and also avoid useless keyword switching in some instances
-Additional note on specular occlusion and anisotropy
6 年前
Stephane Laroche
09d96a6f
Add a UIBufferedProperty and implement a limiting option for hazy gloss parametrization's output f0 for dielectrics when metallic input is used.
Also move static property forwarding setup functions in BaseMaterialUI.
6 年前
Stephane Laroche
8e152582
Add secondary lobe independent anisotropy control (also used for hazeExtent in the hazyGloss parametrization of dual specular lobes)
6 年前
Julien Ignace
f339f7c5
Fixed PreIntegratedFGD texture being destroyed in some cases and not re-rendered correctly (also removed some redundant tests in Lit.cs and StackLit.cs)
6 年前
Stephane Laroche
73aab246
Merge branch 'hdrp/staging' into StackLit2_TrunkTest
# Conflicts:
# com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.cs
6 年前