sebastienlagarde
ac29144b
HDRenderPipeline: Fix issue with Transmission due to padding between compute and shader float array
- Move Thickness remap float array to float4 array to avoid packing
issue between compute path and pixel path
7 年前
Thomas Hourdel
fbdc6add
Merge branch 'master' into taa
7 年前
sebastienlagarde
ac0ad5d8
update Readme
7 年前
GitHub
50bd16e8
Fix HDRP Lit ignoring detail mask for detail normals.
7 年前
Sebastien Lagarde
9bc034e5
HDRenderPipeline: Enable light/material classification and compute light by default
7 年前
GitHub
fbef3912
Merge pull request #338 from Unity-Technologies/Update-material-classification
Update material classification
7 年前
Sebastien Lagarde
a07e9bd1
Change number of variant from 16 to 26
7 年前
Sebastien Lagarde
c25fce5e
update HDRenderPipelineAsset
7 年前
Sebastien Lagarde
eb4be652
HDRenderPipeline Fix last issue
7 年前
sebastienlagarde
9320753e
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-material-classification
7 年前
sebastienlagarde
adeee295
Clean and comment some code
7 年前
Evgenii Golubev
f30f49e7
Port SSS to compute WIP
7 年前
sebastienlagarde
70fcec1d
Refactor hwo specular material is considered: not anymore a materialId
7 年前
Evgenii Golubev
7894e720
Rename SSS stuff for simplicity and consistency
7 年前
sebastienlagarde
42e69f08
Setup wanted variant + add correct decoding code
7 年前
GitHub
099f3c50
Merge pull request #337 from Unity-Technologies/Branch_ImproveAreaLightVGPR
Improved VGPR pressure for Area Light lighting code.
7 年前
Evgenii Golubev
2c8fcff2
Output HTile via a pixel shader
7 年前
sebastienlagarde
6971847c
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-material-classification
7 年前
Thomas Hourdel
db994ece
Added support for jittered projection matrix; Fixed motion vectors
7 年前
Julien Ignace
36db30a0
Improved VGPR pressure for Area Light lighting code.
Actual current max VGPR is still high due to shadow filtering code but the area light peak is fixed.
7 年前
GitHub
47d3a4c8
Merge pull request #336 from Unity-Technologies/Branch_NoTessellateOutsideView
Performance improvement of tessellation wrt shadows
7 年前
Evgenii Golubev
f8020847
Disable the deferred CS and SSS parameter caching
Deferred CS issue: cmd.SetComputeFloatParams() does not correctly set "_ThicknessRemaps".
SSS parameter caching issue: SSS profiles are not correctly deserialized in the Player.
7 年前
sebastienlagarde
65463a5e
HDRenderPipeline: Move material flags to Lit.hlsl as they are related to the defered material
Remove FeatureFlags file and move them to Lit.hlsl as they are related
to the material, so each deferred material can define its own
"optimization" with material classification. also the material know the
cost of light features. + simplify code of gettings material features
7 年前
Thomas Hourdel
8e5b70ac
Updated post-processing submodule to the latest revision
7 年前
runes
075c0e42
Moved GetGlobal* calls outside variant loop
7 年前
Sebastien Lagarde
873c4048
HDRenderPipeline: Add HemiOct packing function
7 年前
sebastienlagarde
78c4dd18
HDRenderPipeline: Fix tile debug mode for light
7 年前
GitHub
adf8a77d
Merge pull request #334 from Unity-Technologies/Repeat-cookie-directional-light
support Repeat cookie for directional light
7 年前
sebastienlagarde
974a44f0
HDRenderPipeline: Re-introduce repeat mode for cookie for directional light and simplify code
7 年前
sebastienlagarde
f12adcb0
Merge remote-tracking branch 'refs/remotes/origin/master' into Repeat-cookie-directional-light
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
7 年前
GitHub
508adf85
Merge pull request #333 from EvgeniiG/master
Add a stencil copy, fix the deferred CS and enable it by default
7 年前
Evgenii Golubev
77bfc8c9
Do not execute the same deferred CS twice
7 年前
Evgenii Golubev
c4d72f2c
Add a stencil copy, fix the deferred CS and enable it by default
7 年前
Evgenii Golubev
b51681c8
Remove the workaround for the PSSL compiler bug (it's been fixed)
7 年前
Julien Ignace
1d11cee8
During shadow passes, objects outside the main view frustum are now longer tessellated (tessellation factor set to 1.0).
It means that tessellation can pop in shadows when moving the camera but we can't afford to tessellate everything anyway.
7 年前
sebastienlagarde
e6e216f8
push not compiling code
7 年前
Evgenii Golubev
57ae57c7
Save another instruction on clipping on PS4
7 年前
Felipe Lira
8ec89a38
LinearGamma conversions added based on Pipeline keyword.
7 年前
Evgenii Golubev
c11c50a6
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
7 年前
Felipe Lira
50b18a0a
Removed Tex2DLinear function which was causing a dependent texture read due to parameter copy.
7 年前
GitHub
50746c8e
Merge pull request #332 from Unity-Technologies/Branch_SkyRenderTextureHash
Added code to update Sky render texture hash so that GI bakes correctly. Code is commented until new API reaches graphics/srp
7 年前
Evgenii Golubev
2918766c
Further optimize the box projection clip factor for GCN
7 年前
Felipe Lira
b7b421cf
Updated cornel box model to use legacy materials importing.
7 年前
Evgenii Golubev
92e6d7c0
Add shadow data to lights and update the cookie test
7 年前
Julien Ignace
07ccac0b
Added code to update Sky render texture hash so that GI bakes correctly. Code is commented until new API reaches graphics/srp
7 年前
Felipe Lira
a4169e1f
Removed libMGD as it is causing problems in Android N
7 年前
GitHub
9e3bb7df
Merge pull request #331 from EvgeniiG/merge_proj_lights
Merge projector lights into punctual lights
7 年前
Evgenii Golubev
e15288f5
Add back-face culling for box projector lights
7 年前
Evgenii Golubev
5b236c70
Add SpotLightShape, and clean up bounding volume computation in the TilePass.cs
7 年前
Evgenii Golubev
151ac4fb
Optimize the cookie code for GCN
7 年前