sebastienlagarde
ff5e75b4
HDRenderPipeline: First draft of tesselation (not compiling)
8 年前
sebastienlagarde
589fe428
HDRenderPipeline: More work on tesselation
8 年前
sebastienlagarde
1f56f50b
HDRenderPipeline: Working version of fixed tesselation
8 年前
sebastienlagarde
b60bd965
HDRenderPipeline: Fix various issue with tesselatoin + depth offset
8 年前
sebastienlagarde
14785f65
HDRenderPipeline: commit unworking code
8 年前
sebastienlagarde
120fb435
HDRenderPipeline: First draft of tesselation, working for base layer only
need a big refactor, will change all code for performance but it is to
allow artists to work.
8 年前
sebastienlagarde
3566a95a
HDRenderPipeline: Upgrade after Julien change
8 年前
Julien Ignace
47800dae
Fixed a number of issues on PS4
- Some shaders not compiled for PS4
- Shaders testing depth when no depth buffer were bound (which works fine on DX11)
8 年前
Sebastien Lagarde
8f97c56c
HDRenderPipeline: Add Phong tesselation
8 年前
Sebastien Lagarde
83594dd2
HDRenderPipeline: Big renaming Tesselation => Tessellation
8 年前
Sebastien Lagarde
b60287f0
HDRenderPipeline: Make distance based edge factor (WIP, lot of thing to change)
8 年前
sebastienlagarde
886b32ec
HDRenderPipeline: update unlit shader
8 年前
Sebastien Lagarde
fd23a655
HDRenderPipeline: Second part of modification still not compiling/working
8 年前
Sebastien Lagarde
1c86fa3a
HDRenderPipeline: Lot of change, still motion vector pass to fix
8 年前
sebastienlagarde
3b0e1c97
HDRenderPipeline: Large refactor of all the pass attribute and varying system
8 年前
sebastienlagarde
53b5f4b3
HDRenderPipeline: Fixing a lot of compiling issue, all is now compiling
8 年前
Sebastien Lagarde
fe9b2eb8
HDRenderPipeline: Format + another set of fix with displacement map
8 年前
Sebastien Lagarde
f4f59ad1
HDRenderPipeline: Add distance and screen adapation + backface culling
miss frustrum culling
8 年前
sebastienlagarde
e447e133
HDRenderPipeline: Fix tessellation issue with double sided
8 年前
sebastienlagarde
613a80ee
HDRenderPipeline; Add Pom test level
8 年前
sebastienlagarde
e25f8c19
HDRenderPipeline: Add object scale
8 年前
sebastienlagarde
298c7695
HDRenderPipeline: Clean some code in Tessellation
8 年前
sebastienlagarde
50a39496
HDRenderPipeline: Batch of fix for tesselation shaders
8 年前
Sebastien Lagarde
da3da19b
HDRenderPipeline: Attempt to fix cluster rendering
8 年前
sebastienlagarde
8a6b2cf1
HDRenderPipeline: Update unlit shader
8 年前
sebastienlagarde
4b4a4435
HDRenderPipeline: Add horizon based specular occlusion
8 年前
Evgenii Golubev
f2bef29c
Add blending support for the tessellation shader
8 年前
Evgenii Golubev
0ca79425
Merge branch 'SSSSS'
8 年前
Evgenii Golubev
5ffa3829
Replace tabs with spaces
8 年前
Evgenii Golubev
5708bc95
Rename 'MaterialClass' to 'MaterialID' in the code (not the UI) to avoid confusion
8 年前
Evgenii Golubev
8e286ad5
Enable subsurface radius and thickness parameters
8 年前
Evgenii Golubev
20a45ba0
Use per-pixel SSS radius scale
8 年前
Evgenii Golubev
cc117c57
Change the defaults values of thickness and the SSS radius
8 年前
Sebastien Lagarde
c4c5cfb5
HDRenderPipeline: Third draft not working
8 年前
Evgenii Golubev
1de4ebd0
Use more efficient parameter clamping
8 年前
Sebastien Lagarde
3ae51c0e
HDRenderPipeline: Refactor UI for subsurface
8 年前
sebastienlagarde
e2baec96
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-POM-+-Heightmap-behavior
8 年前
Julien Ignace
b21da003
Added Lighting debug passes for Tessellation shaders.
8 年前
Evgenii Golubev
a540cea9
Remove the duplicate material ID
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
Sebastien Lagarde
ab900a3a
HDRenderPipeline: Allow different keyword by layers
- Add keywork normal, specularocclusion, detailmap, mask to layered
shader
- Remove smoothness in alpha option
- Remove code related to detail heightmap
- Remove the restriction on GUI of layered lit layer 1, 2, 3 matching
layer 0
8 年前
sebastienlagarde
e13205b5
HDRenderPipeline: Change two sided options
Remove all variant of two sided, let double sided mirror for lit
material and double sisded for unlit
8 年前
Evgenii Golubev
ff92221a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
sebastienlagarde
8a5cbf10
HDRenderPipeline: Cleanup of inspectorUI code for LayredLit and Lit material
8 年前
Sebastien Lagarde
a81d1680
HDRenderPipeline: Fix issue with double sided lighting
8 年前
GitHub
29e588a8
Merge pull request #156 from EvgeniiG/master
Implement painted-thickness-based transmittance for SSS
8 年前
GitHub
24918600
Merge pull request #162 from EvgeniiG/master
Improve the SSS profile UI
8 年前
Sebastien Lagarde
0365d4e5
HDRenderPipeline: Change LayerUV to UVMapping + add keyword MAPPING_PLANAR
- added _LAYER_MAPPING_PLANAR0 keyword
- Planar mapping is now a shader feature
- Move all SampleLayer to to ShaderLibrary and rename LayerUV to
UVMapping
- Create an enum UVMappingType instead of using isPlanar / is Triplanar
- Move double/mirror sided function to materialUtilities
- Update a lot of materials in test scene
8 年前
Sebastien Lagarde
3f8a200e
HDRenderPipeline: Fix planar and triplanar + triplanar POM
8 年前
sebastienlagarde
50485164
HDRenderPipeline: Add tessellation tile scale
8 年前
Evgenii Golubev
e30162ef
Fix shadows for tessellation
8 年前
Sebastien Lagarde
8ebbee62
HDRenderPipeline; Fix issue with tessellation and velocity pass + reformat
8 年前
sebastienlagarde
4f43da2d
HDRenderPipeline: Add LOD cross fade (need C++ update)
8 年前
sebastienlagarde
ddd7d5d5
HDRenderPipeline: Change all include shader absolute path to relative path
8 年前
Julien Ignace
a58a777f
Added first version of vertex wind and a corresponding test scene.
8 年前
Julien Ignace
e3b0e0d8
Fixed the stencil ref default value for lit/littesselation shaders. Wrong value was causing new materials to be black until changed.
8 年前
Evgenii Golubev
85a5ac90
Enable SSS in the player
8 年前
Julien Ignace
83a7b5d3
Added a directionality parameter to the wind vertex animation.
8 年前
Evgenii Golubev
f6d7ac3b
Increase ranges of SSS parameters
8 年前
GitHub
dcb8638a
Merge pull request #225 from EvgeniiG/master
Improve the SSS implementation (+ *.meta files)
8 年前
sebastienlagarde
ed55ce8f
HDRenderPipeline: Clean debgu settings
- Merge debugViewMaterial with Lightingdebug mode into a DisplayDebug
(less pass)
- Clean debug code, remove useless file
8 年前
sebastienlagarde
79156ff3
HDRenderPipeline: Complete previous submit (github error)
8 年前
sebastienlagarde
67b47dd9
HDRenderPipeline: Fix misc issue introduce during the clean of debug mode clean
8 年前
sebastienlagarde
7cfffb72
HDRenderPipeline: Clear coat model, expose specualr color model
8 年前
Evgenii Golubev
2da00de6
Set the ID of the SSS material to 0 and of the standard material to 1
8 年前
Evgenii Golubev
235b3f5e
Use the same stencil value for all non-SSS materials
8 年前
sebastienlagarde
e93ed04c
HDRenderPipeline: Re-add "none" mode for double sided lighting
This may be use for hair card. Double sided mode now have none, mirror
and flip mode
8 年前
sebastienlagarde
5ea9464b
HDRenderPipeline: split normalOS property
8 年前
sebastienlagarde
a711b9ee
HDRenderPipeline: Also split tangent
8 年前
Sebastien Lagarde
d06af446
HDrenderPipeline: Update stencil bits
- Add stencil bit usage
- Move stencil bit to LightDefinition class
- Rename the enum with RegularLighting and SplitLighting
- Update SSS code to better stencil test practice
8 年前
Evgenii Golubev
70499455
Switch to HDCamera matrices (WIP, shadows have not yet been fixed)
8 年前
Evgenii Golubev
0a7924ff
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into hdrp_matrix
8 年前
sebastienlagarde
a311adc9
HDRenderPipeline: Remove LegacyLayered and Performancecheck of shaders code
7 年前
Sebastien Lagarde
00211652
HDRenderPipeline: Update also litTessellation.shader
7 年前
Evgenii Golubev
5570c647
Merge branch 'master'
7 年前
Evgenii Golubev
08f93209
Use the legacy Unity matrices for shadow map rendering
7 年前
Evgenii Golubev
df0f7a32
Add SHADERPASS_SHADOWS
7 年前
uygar
4125f4e0
Disabling zclipping in shaders that have a shadowcaster pass.
7 年前
Evgenii Golubev
c2f786f1
Merge branch 'master' of https://github.com/EvgeniiG/ScriptableRenderLoop into hdrp_matrix
7 年前
Evgenii Golubev
d8386bd4
Address the PR feedback
7 年前
sebastienlagarde
2016f575
HDRenderPipeline: Move ShaderConfig.cs.hlsl to ShaderVariables.hlsl
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
057a142d
New more "regular" version of height based blend.
7 年前
sebastienlagarde
e2c021c4
Add clear coat material in Lit + few cleanup
7 年前
Julien Ignace
39c4d3b5
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RenameLayeredShader
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs
7 年前
runes
dd5838bd
sample game delta:
-FPS Mode (Render mesh with custom FOV)
-only PCF shadows with game specific limits
-Atmosphere y-offset property
7 年前
Peter Bay Bastian
a1133cd9
Update #includes of ShaderLibrary to new path
7 年前
Tim Cooper
e0e3492b
Merge remote-tracking branch 'origin/master' into sample_game
7 年前
Julien Ignace
9ddbd02b
Heightmaps are now parametrized with Min/Max values instead of amplitude.
7 年前
Julien Ignace
2d461ae1
Removed DetailMask and Emissive Mode.
- Detail mask is now always in the blue channel of the mask map
- Emissive is now EmissiveMap * EmissiveColor * lerp(1.0, Albedo, albedoAffectEmissive) with EmissiveMap being optional.
7 年前
Julien Ignace
d2e6ad3c
Smoothness now has a min/max slider for remapping when a texture is provided (otherwise, the regular slider is still available).
7 年前
Sebastien Lagarde
beedb90d
Add support for bent normal on lit and layered shader
Remove horizon fade as it is useless and produce artifact
7 年前
Sebastien Lagarde
22b1a958
Merge remote-tracking branch 'refs/remotes/origin/master' into bent-normal-and-specular-occlusion
7 年前
Sebastien Lagarde
23bcdad7
add support of basic specular occlusion (intersection of cone)
7 年前
Peter Andreasen
a2e029a1
merge with master + a few samplegame fixes
7 年前
Julien Ignace
9e3a6300
Fixed directional shadow for transparent shaders by adding the right defines.
7 年前
sebastienlagarde
de20a534
HDRenderPipeline: Morework
7 年前
Peter Andreasen
69c448b2
Merge remote-tracking branch 'origin/master' into sample_game
7 年前
Julien Ignace
60566108
Properly implemented Depth pre-pass in HDRP for Alpha tested geometry (do pre-pass with clip in the shader and then main pass without to avoid bypassing HiZ on GCN hardware)
7 年前
Julien Ignace
bc57fd4a
Small fixes based on PR feedback
7 年前
sebastienlagarde
b9915628
HDRenderPipeline: First draft of support of vertex displacement
7 年前
sebastienlagarde
5d0125b2
HDRenderPipeline: Rename diplacement to vertex displacement and add a per pixel dispalcement scale (not done)
- And expose debug display properties
7 年前
Evgenii Golubev
84d9b5a3
Fix POM using the primitive size
7 年前
Frédéric Vauchelles
441f6907
Added transparency parameters on LitTessellation.shader
7 年前
sebastienlagarde
5e3b6e01
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-Per-Pixel-scale
7 年前
Evgenii Golubev
6610eebb
Precompute '_InvPrimScale' and '_InvTilingScale'
7 年前
sebastienlagarde
a40f87a0
Clean/update for distortion + add a transparent depth prepass
- Rename All ForwardDisplayDebug to ForwardDebugDisplay
- Clean/factor code for distortion and SetEnablePass
- Add support for a RenderTransparentDepthPrepass (can be use for hair)
- Distortion pass is now consider as always a separate pass (no MRT
during particles rendering)
7 年前
Peter Andreasen
2ef7d649
merged with master
7 年前
sebastienlagarde
cb146691
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-Per-Pixel-scale
7 年前
sebastienlagarde
551e98f0
Refactor the UI to have vertex, pixel and tessellation displacement
- This commit will break the data that use displacement
7 年前
sebastienlagarde
4c55d7e9
Merge pixel and vertex locak object scale, they are identical and the feature are mutually exclusive
7 年前
Evgenii Golubev
f916b05a
Add support for [-1, 1] anisotropy
7 年前
sebastienlagarde
6d6ac1f7
Change Range of DetailXXXScale parameter
7 年前
Julien Ignace
30bdceed
- Properly integrated fog for transparent Lit/Unlit materials.
- Added density parameter for exp fog
7 年前
sebastienlagarde
3946f7cd
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-Per-Pixel-scale
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs
7 年前
sebastienlagarde
9700ad93
Rename Displacement mode to more artists friendly name
7 年前
sebastienlagarde
3305fbf3
Merge remote-tracking branch 'refs/remotes/origin/Add-Per-Pixel-scale' into Add-Per-Pixel-Scale-Seb-Test
7 年前
sebastienlagarde
2fe0e0bf
Add toggle to lock UV tiling/offset of details to base
7 年前
Peter Andreasen
e2332032
Merge remote-tracking branch 'origin/master' into sample_game
7 年前
Sebastien Lagarde
ff69034b
HDRenderPipeline: PRovide correct default value for Amplitude property of displacement
7 年前
Sebastien Lagarde
f3fffa10
HDRenderPipeline: Fix Distortion UI (Correctly replicate attribute on shader)
- Lit/LitTessellation have distortion
- LayeredLit/LayeredLitTessellation haven't
7 年前
Frédéric Vauchelles
8814a24e
Updated shaders with transparency properties
7 年前
Frédéric Vauchelles
4ecf28cc
Refractored refraction keyword
7 年前
Julien Ignace
1e8876bf
Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_FogAndProceduralSky
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs
# ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl
7 年前
Julien Ignace
4a214e97
- Fixed shader compilation errors on PS4
- Fixed auto-merge mistake
- Renamed blend mode to more artists friendly names and removed SoftAdd mode.
7 年前
Julien Ignace
ded2da7e
Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_FogAndProceduralSky
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForward.hlsl
7 年前
sebastienlagarde
aa798d74
HDRenderPipeline: Remove useless _BLENDMODE_SOFT_ADD
7 年前
Sebastien Lagarde
cd755f87
Add _SURFACE_TYPE_TRANSPARENT keyword (so fog work with rough refraction)
7 年前
sebastienlagarde
36c0ec18
Add _BLENDMODE_ACCURATE_LIGHTING keyword - change _ENABLE_FOG to _ENABLE_TRANSPARENT_FOG
- rename _LinearFogOoRange as _LinearFogOneOverRange
- add _BLENDMODE_ACCURATE_LIGHTING keyword
- change _ENABLE_FOG to _ENABLE_TRANSPARENT_FOG
- update test scene
- fix issue with refractoinMask not correct by default- rename
_LinearFogOoRange as _LinearFogOneOverRange
- add _BLENDMODE_ACCURATE_LIGHTING keyword
- change _ENABLE_FOG to _ENABLE_TRANSPARENT_FOG
- update test scene
7 年前
sebastienlagarde
d33ee23f
more renaming
- Rename _EnableTransparentFog to _EnableFogOnTransparent
- Rename _BLENDMODE_ACCURATE_LIGHTING to
_BLENDMODE_PRESERVE_SPECULAR_LIGHTING
7 年前
Frédéric Vauchelles
1303cd7c
Keep only 2 refraction models: Plane and Sphere
7 年前
Mikko Strandborg
a2a3c47b
Add vulkan to the list of only_renderers in all the shaders
7 年前
Frédéric Vauchelles
3342b048
(wip) refraction box model
7 年前
sebastienlagarde
31f51930
HDRenderPipeline: enabled depth test by default for distortion
7 年前
sebastienlagarde
4287ed02
HDRenderPipeline: Split Lit and LayeredLit data file in several part to make it more readable
7 年前
Julien Ignace
eb9b38db
Hack for GI to handle Alpha Test correctly: Filled the hard-coded property used by the GI system to resolve opacity with our own equivalent so that GI works correctly with alpha-test. Disabled for now for Unlit because of a name conflict.
7 年前
Evgenii Golubev
9e8db4ba
Add a thickness remap for the thickness map (on the material itself)
7 年前
GitHub
068e18e4
Merge pull request #532 from Unity-Technologies/Branch_FixPVROpacity
Hack for GI to handle Alpha Test correctly: Filled the hard-coded pro…
7 年前
GitHub
06f28ec2
Merge pull request #538 from Unity-Technologies/Unity-2017.3
Unity 2017.3
7 年前
sebastienlagarde
11388041
HDRenderPipeline: Add tile/scale uv control to emissive color map
7 年前
sebastienlagarde
3162b59f
HDRenderPipeline: Add transmission color
- Add transmission color texture
- Add approximation for energy conservation with fresnel term
- Add unity for thickness
7 年前
GitHub
b6cf8abe
Merge pull request #549 from Unity-Technologies/Unity-2017.3
Unity 2017.3
7 年前
uygar
20767512
Added programmatic control of depth clipping. Depth clipping is disabled for shadow cascades and enabled for everything else.
7 年前
GitHub
1886d3d6
Merge pull request #555 from Unity-Technologies/Unity-2017.3
Unity 2017.3
7 年前
sebastienlagarde
bc549388
HDRenderPipeline: Update Metapass to do correct ifdef test
7 年前
Sebastien Lagarde
36f3cfd4
merge unity 2017.3
7 年前
GitHub
64affbce
Merge pull request #559 from Unity-Technologies/Unity-2017.3
Unity 2017 3
7 年前
Sebastien Lagarde
69f19bc0
HDRenderPipeline: Add support of shadow mask (Disabled in 2017.3) - require C++ change
- Create clearColorAllBlack to have color with alpha channel with 0 for
clear.
- Add shadowmask and occlusion probe sampling functions
- Add various debug feature for shadow mask
- Refactor GBuffer manager
- Add SHADOWS_SHADOWMASK keyword to our various lit and debug shader
- In deferred, SHADOWS_SHADOWMASK add an extra GBuffer
- Create a BakeLightingData that contain bakeDiffuseLighting +
bakeShadowMask
- Update all lightLoop call with this new BakeLightingData struct, pass
it to EvaluateBSDF_XXX function
- Move #pragma multi_compile from .shader to pass that require it
(unsure if this save variant)
7 年前
GitHub
aeb0b914
Merge pull request #565 from Unity-Technologies/Unity-2017.3
Unity 2017.3
7 年前
Evgenii Golubev
d57bf9b9
Fix tessellation frustum culling, clean and optimize
7 年前
GitHub
9ef5873f
Merge pull request #571 from Unity-Technologies/Unity-2017.3
Unity 2017.3
7 年前
GitHub
569840ef
Merge pull request #573 from Unity-Technologies/Unity-2017.3
Unity 2017.3
7 年前
Peter Andreasen
f052451a
merged from master
7 年前
Peter Bay Bastian
9dd5e5c5
Change shader include paths to take advantage of Core being an include path now
7 年前
Sebastien Lagarde
ccb1518c
HDRenderPipeline: Re-enable option to have forward opaque cluster (for MSAA)
-reintroduce previously removed enabledFptlwhenCluster and rename it to
enableFptlForForwardOpaque
New rules are:
// Deferred opaque always use FPTL, forward opaque can use FPTL or
cluster, transparent always use cluster
// When MSAA is enabled, we only support cluster (Fptl is too slow with
MSAA), and we don't support MSAA for
7 年前
Peter Andreasen
1432e316
Merge remote-tracking branch 'origin/master' into sample_game
7 年前
Peter Bay Bastian
85e38a3c
Merge branch 'master' into shader-include-paths-2
7 年前
Sebastien Lagarde
8e92ddef
HDRenderPipeline: Remove multiply blend mode
- Multiply make it easy to do mistake (inf, negative number, NaN) and
prevent optimization like half res rendering or offscreen compositing
7 年前
Antti Tapaninen
355ac358
enable tess shaders for metal
7 年前
Sebastien Lagarde
fd96ccd7
HDRenderPipeline: Add ColorMask0 to depth and shadow pass
7 年前
sebastienlagarde
09427415
HDRenderPipeline: Remove comment
7 年前
Peter Bay Bastian
b7db3ef9
Merge branch 'shader-include-paths-2'
7 年前
Sebastien Lagarde
e7691b78
HDRenderPipeline: Add TransparentBackface pass on lit material
7 年前
Sebastien Lagarde
2d0640a5
Draft 2
7 年前
Peter Andreasen
b6423cf9
merge
7 年前
Sebastien Lagarde
13cec969
Make it work in full forward, fix other compil issue. Disney/Jimenez ok, transmission not working
7 年前
sebastienlagarde
0feb39a6
HDRenderPipeline: Add xboxone support
7 年前
sebastienlagarde
0af1be7a
HDRenderPipeline: Move Depth postpass to after transparent (solve issue) + add it to lit shader
7 年前
sebastienlagarde
fa6e0a3a
Various typo fix + disable extra pass if distortion only
7 年前
Sebastien Lagarde
d657b39c
Add support of transparent depth prepass
- and fix an issue with transparent post pass not display
- fix an issue with post pass and tessellation
7 年前
sebastienlagarde
d093aa76
Add EnableMotionVectorForVertexAnimation option on Lit shader
7 年前
sebastienlagarde
d032f5a2
Update all shader with correct stencil write mask
7 年前
Peter Andreasen
87c36d52
merged with master
7 年前
sebastienlagarde
4b26e012
Move all core file to subfolder CoreRP + update shader include path to CoreRP/ShaderLibrary
7 年前
Sebastien Lagarde
1d7b259e
HDRenderPipeline: Remove None mode of double sided
- IT have no sense and cause artifact
7 年前
Sebastien Lagarde
7330925f
Let Mirror at the same value as before, so less headhache with update material
7 年前
Sebastien Lagarde
0690038f
HDRenderPipeline: Homegenize name prepass postpass
7 年前
sebastienlagarde
d024e832
HDRenderPipeline: Fix issue with silouette selection
7 年前
sebastienlagarde
a865a5ea
HDRenderPipeline: Remove vertex and pixel displacement on tessellation
7 年前
Sebastien Lagarde
c514f914
first compile version
7 年前
Raymond Graham
e93f78ef
Bring over Instancing support to HDRP shaders.
7 年前
Sebastien Lagarde
c3a7633d
Rename SubsurfaceProfile to DiffusionProfile and SubsurfaceRadius to SubsurfaceMask
7 年前
Sebastien Lagarde
965b935f
Update UI accordindly, don't touch materialId yet
7 年前
Julien Ignace
05efe29c
Updated Heightmap parametrization and converted all HDRP materials.
7 年前
Sebastien Lagarde
65173ac3
draft
7 年前
Thomas
549354b9
Fixed motion vectors not writing to depth
7 年前
Sebastien Lagarde
f83a3287
Update of all shader to zwrite on
7 年前
Julien Ignace
43f6d6eb
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_HeightMapParametrization
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Lit/BaseLitUI.cs
# Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2101_GI_Metapass/Lit_Checker_Planar.mat
# Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2101_GI_Metapass/Lit_Checker_Triplanar.mat
# Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2101_GI_Metapass/Lit_Green_CheckerAlphaCutout.mat
7 年前
sebastienlagarde
c20bc336
Remove LIGHTMAP_OFF, DIRLIGHTMAP_OFF and DYNAMICLIGHTMAP_OFF keyword
7 年前
Raymond Graham
d1c64b56
Merge branch 'master' into gpuInstancingSupport
7 年前
Kay Chang
42c358c5
Added Switch support for SRP sample project.
C# scripts modified to build without XR support on Switch.
7 年前
Peter Andreasen
3ccf74cc
merged from master
7 年前
sebastienlagarde
313ca6c5
Emissive color: add support for uv mapping selection
7 年前
sebastienlagarde
4bae05ba
Merge remote-tracking branch 'refs/remotes/origin/master' into gpuInstancingSupport
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitData.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitData.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitProperties.hlsl
7 年前
sebastienlagarde
52ad48ce
Update tessellation factor limit to 64
7 年前
Sebastien Lagarde
61ca3c01
Replace all toggleOff by ToggleUI [2018.1.b4 feature]
7 年前
sebastienlagarde
e9ba97a3
Add energy conservation specular color
7 年前
sebastienlagarde
02e0282c
Add default decal material + add support dbuffer on lit material
Add DefaultDecalMaterial assign automatically when creating a decal
Add option to disable receiving of decal on materials
7 年前
sebastienlagarde
10a938eb
Add support for transparent queue priority
7 年前
sebastienlagarde
2345a375
Rename transparentQueuePriority to transparentSortPriority
+ rename GeometryLast => OpaqueLast
7 年前
Peter Andreasen
8b8ef607
Merge remote-tracking branch 'origin/master' into sample_game
7 年前
sebastienlagarde
f966b1cd
First draft
7 年前
sebastienlagarde
0b8efbbc
Add support of UV1 to UV3 set on base color
Note that if users select > UV1 this will have a perf impact as due to
surface gradient calculation
7 年前
sebastienlagarde
6feb2d00
Merge remote-tracking branch 'refs/remotes/origin/master' into Updating-UI-for-material-feature-ID
7 年前
sebastienlagarde
22b5d138
Add support of clearcoat mask map and change coat mask as material feature
7 年前
sebastienlagarde
172e38d1
first draft
7 年前
sebastienlagarde
a762caad
Remove transmission mode, now there is only two (and no none mode)
7 年前
sebastienlagarde
3d4d194e
Debug display is now a multi compile option
7 年前
sebastienlagarde
2a18503e
First draft of SSS and Transmisison UI
7 年前
Sebastien Lagarde
106566dc
Update the UI for iridescence
7 年前
Sebastien Lagarde
bd45bb5a
Fix missing code for texture
7 年前
Sebastien Lagarde
76cc874d
Re-introduce none case for double sided
7 年前
Sebastien Lagarde
4866a7dc
Fix missing coma
7 年前
sebastienlagarde
5e5e46c8
Merge remote-tracking branch 'refs/remotes/origin/master' into support-iridescence
7 年前
sebastienlagarde
8a1d7457
Forward pass now control its depth test. Optimization with clip and depth prepass is only for Lit/layeredLit shader
7 年前
sebastienlagarde
2522428b
Better default test
7 年前
Sebastien Lagarde
2ad2a458
Update IOR to be a mask map
7 年前
sebastienlagarde
44c4a197
Merge remote-tracking branch 'refs/remotes/origin/master' into support-iridescence
7 年前
Sebastien Lagarde
45283ab4
Adress iridescence PR feedback
7 年前
Sebastien Lagarde
4e72f56f
HDRenderPipeline: Fix various typo for iridescence
7 年前
Peter Andreasen
04b933d9
merged with master
7 年前
sebastienlagarde
c4fab16a
Update shadow parameter in UI
7 年前
sebastienlagarde
003ed8ce
Add pipeline subshader tags for HD
7 年前
sebastienlagarde
9630d754
Rename HDPipeline => HDRenderPipeline + Fix issue with decal.shader
7 年前
sebastienlagarde
35d83109
Commented out Single pass lighting to decrease shader compilation time.
7 年前
sebastienlagarde
0d28adac
Removed GBufferWithPrepass pass from lit*.shader. Alpha tested materials now always have a depth prepass.
7 年前
sebastienlagarde
88378544
Bring back dynamic branch for cluster/tile in forward to reduce the number of shader variant
- Bring back dynamic branch for cluster/tile in forward to reduce the
number of shader variant
7 年前
sebastienlagarde
fa95ec27
Reduce number of variant by bring back FPTL/CLuster choice with dynamic branch for forward
- Make selection between FPTL/Cluster in forward dynamic (with
_UseTileLightList)
- Remove USE_CLUSTERED_LIGHTLIST define, only use USE_FPTL_LIGHTLIST
- Remove #pragma multi_compile USE_FPTL_LIGHTLIST
USE_CLUSTERED_LIGHTLIST from LitXXX shader
7 年前
Frédéric Vauchelles
5ab7101f
Moved algorithm selection to shader variant
7 年前
Frédéric Vauchelles
f781f1f8
Refactored ScreenSpaceTracing
Added Estimate algorithm
7 年前
Frédéric Vauchelles
085e9237
(wip) Refactored screen space tracing for refraction
7 年前
Frédéric Vauchelles
5ef1d97f
(wip) Added debug for proxy and hiz refraction modes
7 年前
Felipe Lira
35cef52a
Fixed shader include paths
7 年前
Frédéric Vauchelles
659b634a
Added wip pass for SSReflection
7 年前
GitHub
1108f618
Merge pull request #1171 from Unity-Technologies/fix-shader-include-paths
Fix shader include paths
7 年前
Frédéric Vauchelles
4bd00e90
Merge master
7 年前
Kay Chang
53b01e3a
WIP adding Switch support.
7 年前
Kay Chang
c279dc9c
Re-added modified files for Switch without BOM.
7 年前
Frédéric Vauchelles
b6f0098d
(wip) SSR for deferred
Toggle for SSR
7 年前
Frédéric Vauchelles
8434e359
Small SSR fixes
7 年前
Frédéric Vauchelles
92fe8d5d
Use only a single screen space setting for SSR
Updated UI
7 年前
Frédéric Vauchelles
4bfaa623
merge master
7 年前
Sebastien Lagarde
2ca0621d
Add scene selection pass to HDRP
For lit, lit tessellation, unlit, layeredLit, LayereLitTessellation
7 年前
Frédéric Vauchelles
3932faa4
Merge branch 'master' into feature/SSR
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/CHANGELOG.md
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCameraFrameHistoryType.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
7 年前
sebastienlagarde
730f3273
HDRP: add geometric filtering to lit shader
7 年前
Tim Cooper
fafb59af
Run code formatter.
7 年前
sebastienlagarde
55b91556
Replace EmissiveIntesnity by EmissveColor HDR
Remove all occurrence of EmissiveIntensity. Emissive color is now HDR (with HDR color picker). Data need to be updated
7 年前
sebastienlagarde
661eacb1
HDRP: Update default value of emissiveColor
7 年前
sebastienlagarde
56693471
Improve upgrade material system + Add versionning via HDRPProjectVersion.txt to project settings
7 年前
Sebastien Lagarde
dcbff94f
refactor shader variant per material + Add variant stripper for stacklit and selection
7 年前
Sebastien Lagarde
23c3f077
various fix + backport change of WRITE_NORMAL_BUFFER on all shader + add shader preprocessor
7 年前
Paul Melamed
30ddbe57
renamed and added the pragma multi_compile for decals to Lit shaders
6 年前
Paul Melamed
1fc5aacc
adressed PR comments
moved DecalProjector transform update check to LateUpdate so it works correctly when attached to bones.
6 年前
sebastienlagarde
12a407ff
increase normal scale range (BotD)
6 年前
sebastienlagarde
f222f97c
Rename DBuffer -> Decals + Add decal multicompile option
- Rename DBuffer -> Decals
- Add multicompile for no decals at all (for support decals)
- TODO: Shader stripping
6 年前
Sebastien Lagarde
65ea94ef
Update the material upgrader system to be per material and not per project
6 年前
Sebastien Lagarde
cb44566e
Rename _DECALS_3RT to DECALS_3RT and lower variant count
6 年前
Sebastien Lagarde
fbcdb866
Add DECAL_OFF for decal to remove more variant + rename
6 年前
GitHub
80d748f5
Add light linking support ( #1758 )
* HDRP: Add support of light layering for forward (first draft)
TODO:
- Test instancing
- Check perf
- add an option to disable light layer support + in frameSettings
- add deferred rendering support (mean add an optional extra GBuffer)
* Add LightLinking support (version 1 - compile)
This PR add support of LightLayers feature.
To use it, setup mask renderingLayers on renderers and LightLayers on a lights. If a logical and of both give a non 0 value, the light is apply, otherwise it isn't.
This mean that by default LightLayers is 1 and RenderingLayers is 1. Then user can say LightLayers is only 2 and it will only affect renderingLayers with 2 or 3 mask value.
LightLayers require an extra GBuffer in deferred, mean it have extra bandwidth and memory cost.
LightLayers once enabled in HDRPAsset with SupportLightLayers can be control by FrameSettings. Mean a camera can enable extra RT only for an in game cinematic.
This PR refactor...
6 年前