mmikk
27ed7249
throwing in fptl project
it's a render pipeline in the making
9 年前
mmikk
c8549891
get rid of redundant blendmode routines
get rid of redundant blendmode routines and don't use overlay mode by
default
9 年前
vlad-andreev
63781976
fixed compute buffer leak
9 年前
vlad-andreev
0f3f4930
tabs
9 年前
vlad-andreev
95f2a88a
fixed asserts
9 年前
vlad-andreev
4382d424
fixed scene view
9 年前
vlad-andreev
cb101a89
fptl: fixed broken rendering on scene property change
9 年前
vlad-andreev
c0867e22
fixed linear rendering
9 年前
mmikk
e37eac8f
adding support for rotatable refl probes
adding support for rotatable refl probes
9 年前
mmikk
e056bb2f
minor cosmetics fixes to refl probes stuff
minor cosmetics fixes to refl probes stuff
9 年前
vlad-andreev
43fe87ad
first pass at shadows with FPTL
8 年前
vlad-andreev
21b003b8
fptl: first stab at directional light support (directional shadows not yet working in scene view)
8 年前
vlad-andreev
99c59769
fptl: fixed directional shadows in scene view
8 年前
mmikk
5a3b035e
insert early out in shadow code for finite lights
insert early out in shadow code for finite lights
8 年前
mmikk
e7419ce5
use BC6H instead of DXT5
use BC6H instead of DXT5
8 年前
vlad-andreev
d8b94019
fptl: added skybox rendering and a final blit pass, got rid of flip vertical nonsense in the shader
8 年前
vlad-andreev
8edbc012
github desktop got confused..
8 年前
vlad-andreev
326ac6a3
fptl: proper linear rendering
8 年前
vlad-andreev
4e8bf0ba
fptl: fix specular in linear
8 年前
vlad-andreev
01f87afe
fix material lifetime
8 年前
Aras Pranckevicius
b226d5cd
Update for CubemapArray API changes
8 年前
vlad-andreev
f41bce43
hotswapping/reimporting of cookie textures
8 年前
vlad-andreev
54dac420
fptl: cookie texture settings and conversion, RGBA cookies
8 年前
vlad-andreev
2ef69948
fptl: fixed point light cookie transform
8 年前
vlad-andreev
03f141d0
TextureCache: rolled back format conversion code, fixed test scene to match code changes
8 年前
mmikk
195cdbc5
fix cookie coord for point light
fix cookie coord for point light
8 年前
vlad-andreev
0751ef4a
[fptl] removed multiple Submit() calls
8 年前
vlad-andreev
7bb76860
[fptl] non-shadowcasting directional lights were turning the scene black
8 年前
vlad-andreev
269c29f8
fixed script compile errors in the standalone build
8 年前
vlad-andreev
1cb88144
[fptl] use cullResults.culledReflectionProbes instead of FindObjectsOfType()
8 年前
mmikk
d062497d
separate out resolution dependent allocations
separate out resolution dependent allocations
8 年前
mmikk
39c0dab3
pushing progress with integration of clustered
pushing progress with integration of clustered
8 年前
mmikk
bdf1c521
more random fixes to new clustered implementation (still disabled)
more random fixes to new clustered implementation (still disabled)
8 年前
mmikk
e4638323
some arb. bug fixes for clustered and further integration changes
some arb. bug fixes for clustered and further integration changes
8 年前
mmikk
e80c0e73
choose logBase value such that 50% of clusters (out of 64) are consumed between near plane and max opaque depth.
choose logBase value such that 50% of clusters (out of 64) are consumed
between near plane and max opaque depth (only when a depth buffer is
available). This allows us to light things behind the opaque tile while
allowing us to keep a limit on memory consumption.
8 年前
vlad-andreev
8af5f4ac
[fptl, hd] gbuffer sizes are no longer implicit
passing -1 for width/height relies on there being an active camera,
which is no longer a thing
8 年前
vlad-andreev
ea3c49e2
removed Vec2/Vec3/Vec4/Mat44, regenerated .hlsl includes
8 年前
mmikk
a6b2b6d5
GenerateSourceLightBuffers() was returning wrong number of lights when a directional is present.
GenerateSourceLightBuffers() was returning wrong number of lights when a
directional is present.
8 年前
vlad-andreev
b145a4d1
semi-temporary hack to reload .compute assets
8 年前
vlad-andreev
6a14e392
[fptl] fix null reference exception
8 年前
mmikk
60d4e47d
tiled forward (transparencies too)
tiled forward (transparencies too). Didn't hook up reflections or
cookies yet.
8 年前
mmikk
d62f5fd8
unified lighttemplate code for deferred and tiled forward with callback to material function
unified lighttemplate code for deferred and tiled forward with callback
to material function
Need to do the same for reflection next
8 年前
mmikk
91cb86e4
isolated reflection probes to a template as well and isolated all global params to being set from one function
isolated reflection probes to a template as well and isolated all global
params to being set from one function.
8 年前
mmikk
adef0b64
get rid of a static I don't need
get rid of a static I don't need
8 年前
Aras Pranckevicius
77ed801f
API change: ActiveLight -> VisibleLight, culledLights -> visibleLights, culledReflectionProbes -> visibleReflectionProbes
8 年前
vlad-andreev
bf6e54c5
tabs -> spaces
8 年前
mmikk
c297bec3
ensure sorted volume shapes within each model type
ensure sorted volume shapes within each model type. Ie. all direct
lights are together sorted by volume shape, then all reflection lights
are together sorted by their volume shape etc.
8 年前
mmikk
08e41ba8
include quick sphere test in fptl as well
include quick sphere test in fptl as well
8 年前
mmikk
cde3f5db
minor crap
minor crap
8 年前
runestubbe
dea646ba
Lightlistbuild optimizations
Calculate linear depths as part of depth min/max calculation to avoid
fetching depth twice.
Store camera dimensions in uniforms instead of using GetDimensions
8 年前
mmikk
aca1be24
prepare for available emission
prepare for available emission and remove emission buffer as source
8 年前
Aras Pranckevicius
1a967df9
API changes update: renamed RendererConfiguration members
8 年前
Aras Pranckevicius
3333b3d3
FPTL: fix decoding of emission buffer
8 年前
Aras Pranckevicius
f1c43935
Always do HDR in FPTL test, switch albedo buffers to LDR
8 年前
Aras Pranckevicius
48cd6d9a
API change: ComputeDispatch -> DispatchCompute
8 年前
vlad-andreev
ef44a1f3
[fptl] first pass at code cleanup and coding conventions compliance
8 年前
vlad-andreev
3e91c5e0
code cleanup part deux
8 年前
mmikk
ede892d1
do a depth pre-pass for forward opaques
do a depth pre-pass for forward opaques.
Enable light map and probe per mesh.
Separate forward into opaques and transparencies.
8 年前
mmikk
b55fa843
added shader and script side for conventional forward
added shader and script side for conventional forward
8 年前
mmikk
0266cd69
add support for lighting tab ibl
add support for lighting tab ibl
8 年前
vlad-andreev
3b8e0543
moved to the experimental namespace
8 年前
mmikk
03526e2a
name fix
name fix
8 年前
runes
86db7d67
Debug code for visualizing light bounds
8 年前
runes
344748a4
Added checkbox for enabling Tile Debug Visualization
8 年前
mmikk
0ea8b5f2
make disable fptl when clust a displayed option
make disable fptl when clust a displayed option
8 年前
mmikk
dd5961c9
added an exact 2D rejection prepass at 64x64 tile level
added an exact 2D rejection prepass at 64x64 tile level.
Separated out a bunch of reused convex hull routines in
LightingConvexHullUtils.hlsl.
8 年前
mmikk
6062ecfb
enable big tile pruning by default
enable big tile pruning by default
8 年前
mmikk
abff6e01
support both left and right hand camera space in shaderland (think we'll match cpp side by default)
support both left and right hand camera space in shaderland (think we'll
match cpp side by default)
8 年前
Aras Pranckevicius
2f770b28
Update after API rename
8 年前
Aras Pranckevicius
96043e96
API change: rename inputCullingOptions -> inputFilter
8 年前
Aras Pranckevicius
bbf7731a
API change: VisibleLight has spotAngle now
8 年前
mmikk
32eade55
re-arranged to prep for async compute and minor clean up
re-arranged to prep for async compute and minor clean up
8 年前
vlad-andreev
95cf033e
turned UsingFptl() into an accessor
8 年前
runes
4a7deee5
Support for compute shader evaluation of lights (single pass only so far)
8 年前
Sebastien Lagarde
40f9dda4
HDRenderLoop: Update for velociy buffer + several stuff/fix/refactor
-fix issue with spotAngle that have been change in the light component
- remove undesired unrachable code warning
- create a proper shader config system (previous one was nor working)
- Change concept of material gbuffer to also include lighting, remove
all lighting buffer macro, bakeDiffuseLighting now pass to encode to
gbuffer
- deferred material is now in charge of all material RT format, lighting
buffer included
- velocity buffer is independt of deferred material
- add first start of distortion
- update velocity buffer management + add velocity pass
-
8 年前
Aras Pranckevicius
df2b15a6
Small cleanup (spotAngle part of VisibleLight)
8 年前
Aras Pranckevicius
a4012bb1
API change: ReflectionProbe APIs renamed
CalculateHDRDecodeValues -> textureHDRDecodeValues
GetDefaultTextureHDRDecodeValues -> defaultTextureHDRDecodeValues
GetDefaultTexture -> defaultTexture
8 年前
Sebastien Lagarde
6088f80d
HDRenderLoop: Fix few warning
8 年前
Felipe Lira
d2f48b79
Updated project and SRLs to use new GraphicsSettings registration interface.
In order to register a scriptable render loop goto GraphicsSettings and set there.
8 年前
Felipe Lira
d713ce87
Fixed Inspector Exception when drawing HDRenderLoop
8 年前
Felipe Lira
65f8427b
update github project to reflect refactored SRL changes in engine code.
8 年前
vlad-andreev
61c18528
fixed editor grid/gizmo/selection rendering
8 年前
Felipe Lira
ef0ffe6f
OnValidate now working and not necesary to call CleanUp on disable anymore.
8 年前
sebastienlagarde
898ec83d
HDRenderLoop: Misc fix for making cluster FPTL work, still not working
8 年前
Felipe Lira
e7c57392
Merge branch 'scriptablerenderloop-graphicssettings'
8 年前
Sebastien Lagarde
4a757643
HDRenderLoop; General cleanup pass around OnDisable/Cleanup
8 年前
Aras Pranckevicius
ccdd344f
API change: SortOptions -> SortFlags
8 年前
Felipe Lira
53636330
Updated project to use new RenderPipeline lifecycle.
8 年前
vlad-andreev
0e28d55a
removed RenderPipeline.RenderSceneView()
8 年前
Filip Iliescu
3d25b8df
Fix a crash when running viking village using forward clustered renderer, and set shaders to 4.5 so they work on Mac OS
8 年前
Filip Iliescu
e3544e2d
added debug view for reflections in fptl SRL
8 年前
Tim Cooper
e9ce1c42
[srl]Implement c# changes to match the c++ code changes.
8 年前
Tim Cooper
7c771e53
[srl]Fix scene view rendering of fptl and hd loop
8 年前
Tim Cooper
6efb23b6
[srl]Start porting loops to use new state context.
8 年前
GitHub
7a0c40da
Refactorentrypoint ( #68 )
Update to the RenderPipes to support the new paradigm on how to go about writing a renderpipe.
Renderloops now should only contain configuration information + a call out to the rendering logic (preferably living in a static function). A loop now executes within a 'rendering context' that passes along a sidecar configuration file called a 'DataStore'. Any transient information that is needed between frames should be stored in this datastore (things like the materials / rendertextures). When the renderloop is destroyed this sidecar data is automatically cleaned up. It can also be cleaned manually.
Currently only the BasicRenderLoop has been ported to this new model due to the other loops not having a separation of concerns between transient data and configuration. They need the loop owners to detangle this before porting to the new model can take place. These existing loops still work, but they suffer from the same lifecycle issues they have had up unti...
8 年前
Tim Cooper
d159698d
Add code to the loops to clear the intermediate renderers generated by the loop.
8 年前
Tim Cooper
5ce376fd
Moving to interfaced based SRL for better abstraction from Unity core
8 年前
Tim Cooper
0f344926
Fix feedback from PR
8 年前
Tim Cooper
5b39107f
Make changes based on joachims feedback.
-Split Asset / created instance more cleanly.
-Asset provides an RenderLoop instance that can be used for rendering
-Remove data store (implicitly the loop instance now)
8 年前
Tim Cooper
2a19f5f7
Remove camera provider (pass from C++ again) + update loops to match new unity side code.
8 年前
sebastienlagarde
b890244e
HDRenderLoop: Rename the directory HDRenderLoop in HDRenderPipeline
8 年前
sebastienlagarde
cb97b488
HDRenderLoop: Rename renderLoop to renderContext
8 年前
Tim Cooper
2b3f2f91
[refactor namespace]
UnityEngine.Experimental.ScriptableRenderLoop -> UnityEngine.Experimental.Rendering
UnityEngine.Experimental.ScriptableRenderLoop -> UnityEngine.Experimental.Rendering.{LoopName}
8 年前
Tim Cooper
8f13ba4e
Fix merge issues
8 年前
Antti Tapaninen
9cac0d7e
[metal] skip screen-space AABBs compute job if no lights, fixes api validation error in the editor on some situations
8 年前
Julien Ignace
81caf93b
Added back the "ref" modifiers to DrawRenderer APIs (needs C++ too)
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
mmikk
2321352b
fix fwd lighting when async shadow order is enabled
fix fwd lighting when async shadow order is enabled
8 年前
mmikk
f8fb534f
allow clustered tiled to use 16, 32 or 64 as its tile size
allow clustered tiled to use 16, 32 or 64 as its tile size. Fptl will
remain 16x16 due to its per pixel nature.
8 年前
Antti Tapaninen
c3b566bd
work in progress, avoid using cubemap textures on mobile targets
8 年前
robbiesri
0e031b45
Starting FPTL VR work
WIP...
8 年前
Robert Srinivasiah
a269a18b
Get rendertargets working with VR
8 年前
robbiesri
43c6af23
Partial commit of compute updating
8 年前
Robert Srinivasiah
16072312
More progress to VR FPTL
Everything is about ready except for the deferred lighting pass
8 年前
robbiesri
f7a1cea9
Final bits to support FPTL in VR
Only thing left is skybox, but tiled light generated and deferred lighting work!
8 年前
uygar
1d081a77
Moved shadow related files into ShaderLibrary and common to reflect their general usage.
Added support for the new shadow library to fptl.
Introduced a new shadow include inline file to support different shadow setups for different light loops per project.
Restructured the code a bit in order to support multiple instances per project.
Fixed and issue with broken shaders when one of the samplers was set to 0.
8 年前
Tim Cooper
c30d33b8
[Format]Reformat via format.pl to match the new conventions
8 年前
Robert Srinivasiah
f5f9f47b
Return correct light count from GenerateSourceLightBuffers
The only functional change is fixing the light count calculation in GenerateSourceLightBuffers. It actually returns the end index for the probe portion of the light list, not the count of probes. This doesn't lead to any real bugs because the entries copied into the light data buffers are zero'd out because C# is nice to you. This would likely manifest in bugs in C/C++.
There are also a lot of readability changes made to GenerateSourceLightBuffers.
8 年前
uygar
8db09493
Merge branch 'master' into shadows
8 年前
uygar
255625f4
Added little helper to the shadow registry to set a global override for the shadow algorithm. This will disable the UI. Shader source still needs to be manually synced with this override.
8 年前
mmikk
d8908d08
fix report light and probe counts in fptl loop
fix report light and probe counts in fptl loop
8 年前
mmikk
74a055c5
rename since this issue is specific to HDR (ie. do we have bc6 or not)
rename since this issue is specific to HDR (ie. do we have bc6 or not)
8 年前
uygar
d82162c7
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into shadows
8 年前
uygar
c0b6dcd6
Removed the old shadow system.
Removed the temporary namespace ShadowExp.
8 年前
Julien Ignace
b09d5f72
- Cleaned up CommonSettings from Cascaded parameters which are now in the light.
- Cleaned up some now useless code in the init code of shadow system
- Split ShadowSettings struct into two different parts. One for the init and the other for the per frame setup
- Cleaned up HDRenderPipeline a bit (mostly moving logic stuff from the asset to the instance itself)
8 年前
Tim Cooper
acb5e6cb
rename CullingParameters -> ScriptableCullingParameters
8 年前
Tim Cooper
8b0f6d4c
use pooling
8 年前
Tim Cooper
696ae193
Fixing memory allocations
8 年前
Tim Cooper
b1156959
[gc]Convert to pooling
8 年前
sebastienlagarde
a7ee1111
HDRenderPipeline: Split AdditionalLightdata into HDAdditionalLight and AdditionalShadowData
HDAdditionalLight is dedicated to the render pipeline
AdditionalShadowData is common to all render pipeline
8 年前
sebastienlagarde
3c87f2f4
Update shadow API - Use List<VisibleLight> instead of VisibleLightArray[]
8 年前
Julien Ignace
a097b170
Changed HDRP and Shadow system APIs to take command buffers instead of ScriptableRenderPipeline.
This forces client to handle Cmd Buffer management and execution. This is necessary due to the impossibility to use nested Command Buffers currently (so any API called from user land cannot create and execute a CB of its own).
8 年前
sebastienlagarde
801b76ed
Remove utilities function SetMatrixCS, SetMatrixArrayCS, SetVectorArrayCS and replace by correct API call
8 年前
Evgenii Golubev
b55fb554
Avoid modifying VisibleLights
8 年前
runes
3c1116f3
added code to bind shadow resources to compute shaders
8 年前
mmikk
e314c854
support orthographic projection in tiled lighting (fptl renderloop only atm)
support orthographic projection in tiled lighting (fptl renderloop only
atm)
8 年前
Peter Bay Bastian
d969dce9
Update to work with graphics/srp/prepare-filtering
7 年前
rthompson-unity
7e1b650c
Added async compute to fptl light list build. Removed shader that was not in use and causing compile errors on ps4
7 年前
rthompson-unity
9d156845
Further fptl tidy up
7 年前
rthompson-unity
8ce77600
Removed all use of GPUFences if async compute is not in use. Fixed a missing command buffer release in PushGlobalParams
7 年前
Evgenii Golubev
57aa5358
Fix light culling while rendering reflection probes
'camera.worldToCameraMatrix' has a positive determinant (flip Y and Z) when rendering reflection probes, yet has a negative determinant (flip Z) in the case of the regular scene rendering.
7 年前
Evgenii Golubev
24906cf6
Implement a small optimization of the texture cache
7 年前
Thomas
1763810c
Removed a few annoying warnings
7 年前
vlad-andreev
8f499afb
light/probe lists reference implementation
7 年前
vlad-andreev
738479fe
cleanup
7 年前
Thomas
3a53b044
MSVO integration
Don't forget to update the postfx submodule!
7 年前
GitHub
bd071d2c
Merge pull request #515 from Unity-Technologies/Unity-2017.3
Unity 2017.3
7 年前
Salvador Jacobi
9464aaa0
Organize menu items
7 年前
Salvador Jacobi
7e2993a1
Correct menu items that should be internal/not internal
7 年前
Julien Ignace
f901ecbc
Realtime Reflection Probes WIP: Implemented Specific Reflection Probe cache and do the GGX convolution on GPU for every probes.
7 年前
Julien Ignace
1a5590ab
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into feature/realtimeCubemap
# Conflicts:
# TestbedPipelines/OnTileDeferredPipeline/OnTileDeferredRenderPipeline.cs
7 年前
Julien Ignace
8b37cbb5
Reflection Probe Cache: Handled input of the wrong size/format with an additional conversion step.
7 年前
Peter Bay Bastian
0d71d873
Re-factor Shadow.hlsl in core such that the user of the library is including things instead. This is required for package usage, as Core package cannot depend on anything outside itself.
7 年前
Frédéric Vauchelles
fe773302
Merge master
7 年前
Arnaud Carre
881e0ad2
Refactor to match c++ engine for:
DrawRendererSettings -> DrawSettings
FilterRenderersSettings -> FilterSettings
DrawSortSettings -> SortSettings
7 年前
Sebastien Lagarde
aadc4b09
Update menu item location and label
Based on discussion with Shawn MacClelland
7 年前
Sebastien Lagarde
0c54bec9
Move resources outside of resource folder
- Move all shader/material in Resources folder to CoreResource folder
- Move DisplayShadowMap.Shader out of Resources folder
- Pass needed material to Core function through parameters
- Update reflection system to take RenderPipeline resource into account
7 年前
Sebastien Lagarde
4d0b3071
add shadow resource to renderpipeline resource
- Move shadow .shader and .compute from ShaderLibrary to Shadow folder
- Init material and compute throught SahdowAtlasInit
7 年前