Julien Ignace
560cef2c
Missing files
8 年前
Evgenii Golubev
0a7924ff
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into hdrp_matrix
8 年前
Thomas Hourdel
a512c881
Added a fullscreen debug view for motion vectors
And it looks like camera motion vectors are mirrored...
8 年前
Thomas Hourdel
c4976158
Added a NaN/Inf tracker to the debug modes
8 年前
Peter Bay Bastian
a1133cd9
Update #includes of ShaderLibrary to new path
7 年前
Julien Ignace
d4b9dd15
Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting.
7 年前
Evgenii Golubev
e2fd5eac
Update the render state of full screen passes
7 年前
Sebastien Lagarde
a0915eb9
Move ambient occlusion code from LightingLoopContext to lit.hlsl
- rename ltc_linear_clamp_sampler and ltc_trilinear_clamp_sampler to
s_linear_clamp_sampler and s_trilinear_clamp_sampler
- remove ambient occlusion from LightingLoopContext as it should not be
here, and move it to EvalutePostBSDF
7 年前
Frédéric Vauchelles
bb7f87de
Added debug display for pyramids
7 年前
Frédéric Vauchelles
1e32285e
Renamed PreTransparent to PreRefraction
7 年前
Frédéric Vauchelles
8e549215
Updated tonemapping for depth pyramid debug
7 年前
Mikko Strandborg
a2a3c47b
Add vulkan to the list of only_renderers in all the shaders
7 年前
Peter Bay Bastian
9dd5e5c5
Change shader include paths to take advantage of Core being an include path now
7 年前
Antti Tapaninen
f53de9f7
unify only_renderers list, fix typos
7 年前
Peter Bay Bastian
b7db3ef9
Merge branch 'shader-include-paths-2'
7 年前
sebastienlagarde
0feb39a6
HDRenderPipeline: Add xboxone support
7 年前
Evgenii Golubev
4cd2d228
Replace all sampler macros with SAMPLER
7 年前
sebastienlagarde
4b26e012
Move all core file to subfolder CoreRP + update shader include path to CoreRP/ShaderLibrary
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
sebastienlagarde
a0d8e8b4
Add support of debug font for debugging
7 年前
Sebastien Lagarde
2549f4ea
Update font debug code, support char, int and float
7 年前
Sebastien Lagarde
8820a5f9
Update LuxMeter debugview
7 年前
sebastienlagarde
6c8462a0
Refactor all the code of colorpicking to make a more general version
7 年前
sebastienlagarde
9269e0af
First draft
7 年前
sebastienlagarde
5fadfa91
minor change
7 年前
sebastienlagarde
25cb23c4
Fix various issue, remove previous code
7 年前
sebastienlagarde
c6524756
HDRenderPipeline: Update NaN check visual
7 年前
sebastienlagarde
f80ece87
Fix NaN checker pass that can't work with intrinsic isnan (as it require /Gic)
7 年前
Julien Ignace
39692887
- Fixed Gaussian/Depth pyramid rendering and debug
- Fixed various Blit related issues related to target scaling.
7 年前
Julien Ignace
fa58b33b
Fixed some of the remaining problematic full screen passes (shadow and debug)
7 年前
sebastienlagarde
4a7e93dd
HDRenderPipeline: Small NaN correction (naming and test)
7 年前
sebastienlagarde
aea87dab
HDRenderPipeline: Fix display of debug pyramid
7 年前
Julien Ignace
85039c4d
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RTRefactoring
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugFullScreen.shader
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
7 年前
Frédéric Vauchelles
210bb00c
(wip) screen space tracing debug
7 年前
Frédéric Vauchelles
177273e3
(wip) screen space tracing debug - using a RT instead of a StructuredBuffer for UAV target in pixel shader
7 年前
Julien Ignace
ffbd199e
- Fixed objects motion vectors (they were upside down)
- Fixed some warnings
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
Frédéric Vauchelles
d1dfdb4e
Merge branch 'master' into feature/ScreenSpaceProjection
# Conflicts:
# SampleScenes/HDTest/PlanarReflectionTests.unity
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/LightingDebugPanel.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
7 年前
Frédéric Vauchelles
801f262f
debug fixes
7 年前
Frédéric Vauchelles
fb9b45ba
Update screen space tracing for refractions
7 年前
Frédéric Vauchelles
ae245c12
Updated debug for screen space tracing
7 年前
Frédéric Vauchelles
4e3afe4c
Updated debugs
7 年前
Frédéric Vauchelles
c2126e91
Added bruteforce screen space tracing
7 年前
Frédéric Vauchelles
a30e7108
Fixed HiZ raymarching
7 年前
Frédéric Vauchelles
26ba0cae
Renamed properly variables
7 年前
Evgenii Golubev
2202a083
Remove UnityPerCamera, introduce UnityPerView
7 年前
Evgenii Golubev
a3e9bdfc
Improve the support of orthographic rendering
7 年前
Frédéric Vauchelles
5ef1d97f
(wip) Added debug for proxy and hiz refraction modes
7 年前
Frédéric Vauchelles
66076676
Added debug for HiZ SSRT
7 年前
Frédéric Vauchelles
659b634a
Added wip pass for SSReflection
7 年前
Evgenii Golubev
8d663ac4
Merge upstream/master
7 年前
sebastienlagarde
ce90ed04
Factor AmbientOcclusion code
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
09596c67
Merge branch 'master' into feature/SSR
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
7 年前
Frédéric Vauchelles
b6f0098d
(wip) SSR for deferred
Toggle for SSR
7 年前
Frédéric Vauchelles
41dc00b0
Various fixes
7 年前
Frédéric Vauchelles
b222ccef
Added linear raymarching in HiZ
Fixed HiZ reflection
7 年前
Frédéric Vauchelles
dd47524a
Removed iteration blending for linear raymarching
Fixed linear raymarching depth test
7 年前
Frédéric Vauchelles
4bfaa623
merge master
7 年前
Frédéric Vauchelles
576ebd36
HiZ: Raymarch behind surfaces
7 年前
Frédéric Vauchelles
f994c6c3
displaye sampled color in HiZ for debug
7 年前
Frédéric Vauchelles
262145d7
Added debugs
Fixed screen space ray computation
7 年前
Frédéric Vauchelles
96917261
Fixed game view debug for SSRT
7 年前
Tim Cooper
fafb59af
Run code formatter.
7 年前
sebastienlagarde
ded6bbde
Homegenize code of motion vector + fix discrepency between object and camera motion blur
7 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...
7 年前
sebastienlagarde
26c608bb
Move files to screenspace lighting and move Reflection enum in it
7 年前