Sebastien Lagarde
07354cce
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-SSS-and-transmission
7 年前
Sebastien Lagarde
7760cd5e
Update SSS test scene
7 年前
Evgenii Golubev
a3209dd5
Fix INTRINSIC_CUBEMAP_FACE_ID
7 年前
John
3e638dcc
Support for disabled MSAA
7 年前
Sebastien Lagarde
541ff0be
Split transmission and SSS
- Move IOR field to both transmission and specular
- Split transmission and SSS
- Still need to add the UI in the Lit/layeredLit interface
7 年前
Evgenii Golubev
75799cbf
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into mainline
7 年前
John
90cac197
Stripped UI options/pipeline config of feature. Relies on cascades for now.
7 年前
Sebastien Lagarde
2b940af6
Update test SSS mat name
7 年前
John
3cd84776
Instancing support
7 年前
GitHub
149c2fcb
Merge pull request #833 from Unity-Technologies/HDRP_GraphicTests
Hdrp graphic tests
7 年前
John
c3c11ecf
Orthographic support
7 年前
Sebastien Lagarde
b32a2d17
Merge remote-tracking branch 'refs/remotes/origin/master' into HDRP_GraphicTests
7 年前
Sebastien Lagarde
c032196d
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline
7 年前
GitHub
376bd45a
Merge pull request #839 from Unity-Technologies/Fix-issue-with-camera-frame-settings
Fix issue with camera frame settings
7 年前
John
cc3596dc
Keyword reduction: Assume ScreenSpace Shadows when Cascades enabled
7 年前
Sebastien Lagarde
0e6b2e32
more improvement on framesettings and asset
- Suppres support async compute
- Add dirty state to asset render pipeline for frame settings
7 年前
Evgenii Golubev
6f67ae21
Avoid explicitly using `roughness` in the IBL code
Doesn't seem to help as the compiler still caches roughness, but it's a start.
7 年前
John
5334c6be
7x7 PCF
7 年前
Sebastien Lagarde
0cca4945
HDRenderPipeline: Fix issue with camera frame settings not working correctly in stand alone
This PR update the behavior of frameSettings.
At runtime, camera must init from DefaultFrameSettings to be correct.
Currently it init from the SerializedFrameSettings which is wrong if the
camera rendering path is set to Default
7 年前
Sebastien Lagarde
90e761b6
HDRenderPipeline: Fix misc compiler warning
7 年前
Evgenii Golubev
30f19f97
Optimize octahedral encoding
7 年前
John
ec8b4a6b
Refactor and renaming
7 年前
Sebastien Lagarde
e319fe72
minor comment correction
7 年前
John
354589c6
Main light keyword must be set up before shadow gather
7 年前
GitHub
829ff2f1
Merge pull request #838 from Unity-Technologies/Add-instancing-property-view-mode
Add instancing property view mode
7 年前
John
2d3db4b5
Moved frustum corners to shadow buffer
7 年前
Sebastien Lagarde
7c20e2e8
Add instancing property view mode
7 年前
Paul Melamed
27248787
Don't check textures slots in decal material validation
Add gizmo for selecting decals in scene view
Add material fold out in the DecalProjectorComponent inspector
7 年前
John
f210f98e
refactoring frustum corners to util function
7 年前
GitHub
8ab4d587
Merge pull request #837 from Unity-Technologies/Update-Gbuffer-Layout-second
Add various comment and init Fresnel0 and SubsurfaceMask
7 年前
Paul Melamed
dbdfb0a6
Use decal set KeyMaterial for drawInstanced
7 年前
John
b1d4f079
Lit Pass Integrations, Keyword config
7 年前
sebastienlagarde
55b8c071
Add various comment and init Fresnel0 and SubsurfaceMask
- Add various comment
- Add setup of Fresnel0 in transmission (in addition to SSS)
- Remove the call to DecodeFromSSSBuffer and init SubsurfaceMask instead
- Rename all packInt function to PackUint
7 年前
Paul Melamed
d83ceb71
Use material property block to set decal normal to world instanced matrix array instead of calculating it in the shader
7 年前
John
23c8824d
Setup shadow reciever constants before gather pass.
7 年前
GitHub
bb5db01e
Merge pull request #835 from EvgeniiG/opt_ps4_2018_01
Update the G-Buffer layout
7 年前
Paul Melamed
15162b54
Merge branch 'master' into prototype/decals_premult_alpha
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassDBuffer.hlsl
7 年前
Remy
d85dd3e7
Correct head fbx scale
7 年前
Julien Ignace
427df3eb
Missing files
7 年前
Julien Ignace
d7f39ddf
- Added new HDUtils RenderTarget utilities that set viewport correctly for scaled RTs in HDRP
- Changed all calls in HDRP.
7 年前
Julien Ignace
9b8805cb
- Fixed Depth/Color size mismatch for scene view by copying our depth buffer into the right depth target
- Fixed gaussian/depth pyramid mipmap generation(size was wrong).
7 年前
Julien Ignace
03e54099
(WIP) Changed all HDRP RenderTextures to RTHandles
7 年前
uygar
251d7683
Added using the normal in deferred directional shadow passes if available.
7 年前
uygar
f7a762c8
Fixed wrong projection inversion being used for orthographic projections.
7 年前
uygar
c8556633
Changed shadow biasing. Biasing can now use normal and light vector information to avoid artifacts.
Added:
- normal+view biasing
- light view only biasing
- per sample biasing for wide PCF filters
- corner light leaking mitigation
- defines to control what type of biasing should be enabled
- a few new UI controls in the additionalshadowdata component
Removed previous biasing controls. They won't have any effect anymore.
7 年前
Paul Melamed
e5b34b08
passing normalToWorld in material block properties
7 年前
Robert Srinivasiah
8828b0b7
Rework cluster kernel name gen to relieve GC pressure
Originally, I concatenated strings in order to generated the clustered light list generation kernel name. But @chman pointed out this would be bad for the GC, since this code runs every frame.
So instead, I pre-generate the kernel names, and index into a 2D array to select the correct kernel string. Heck, it may even look nicer this way.
7 年前
Robert Srinivasiah
fecb6084
Extra comment re: ConfigureMSAADependentSettings
7 年前
Robert Srinivasiah
3b9c6146
Remove UAV hack from CoreUtils.UpdateRenderTextureDescriptor
Properly manage UAV + MSAA from the code that calls CreateCmdTemporaryRT
Plus some extra cleanups
7 年前
Robert Srinivasiah
9e90b376
Further cleanups for partial-functionality PR
Getting this branch ready to merge, even though we aren't at full functionality yet
7 年前