mmikk
8d90d11b
first pass on getting clustered in (shader builds)
first pass on getting clustered in (shader builds)
8 年前
mmikk
a52fc3f6
trying this again
trying this again
8 年前
vlad-andreev
19c489a6
[fptl] converted shaders to use autogenerated .hlsl includes
8 年前
mmikk
b35ab050
spot is Z aligned in unity
spot is Z aligned in unity
8 年前
mmikk
5f4b7cc9
get rid of error message
get rid of error message
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
730f8f5e
make all kernels available and slot in clustered shader
make all kernels available and slot in clustered shader to fptl assets
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
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
08e41ba8
include quick sphere test in fptl as well
include quick sphere test in fptl as well
8 年前
vlad-andreev
ef44a1f3
[fptl] first pass at code cleanup and coding conventions compliance
8 年前
mmikk
eadf975e
helps if the index actually IS impossible :)
helps if the index actually IS impossible :)
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
5802bde9
remove some code duplication for sphere vs. tile overlap
remove some code duplication for sphere vs. tile overlap
8 年前
mmikk
e94fe786
minor clean up
minor clean up
8 年前
mmikk
1c4a150e
finally got around to replacing this with a suitable intrinsic
finally got around to replacing this with a suitable intrinsic
8 年前
mmikk
4e597199
separate out sort routines
separate out sort routines
8 年前
mmikk
82be5118
separate out fine pruning to a separate function
separate out fine pruning to a separate function
8 年前
mmikk
8dc19aa6
fix a clamping bug when fine pruning disabled in fptl
fix a clamping bug when fine pruning disabled in fptl (should be at 64
not 24).
8 年前
mmikk
8f2bc45a
fix ambiguity error message in ps4 shader compiler
fix ambiguity error message in ps4 shader compiler
8 年前
mmikk
39a9d002
switch some structured buffers to regular buffers
switch some structured buffers to regular buffers
8 年前
mmikk
11332e04
switch to using our actual pound defines.
switch to using our actual pound defines.
8 年前
mmikk
962b7001
adding the pre-pass on clustered
adding the pre-pass on clustered
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
mmikk
5bb64bac
decided to go with 128 for clustered (since it's less confined in range)
decided to go with 128 for clustered (since it's less confined in range)
8 年前
mmikk
e8505d17
switch to structured across the board
switch to structured across the board
8 年前
mmikk
caf9e0b1
get rid of some warnings (all false positives)
get rid of some warnings (all false positives)
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
48d64603
unify lightlistbuild compute kernels a bit + spaces to tabs
8 年前
Antti Tapaninen
5764f6b9
remove lightlistbuild compute shader warnings, unify few things between fptl/HD renderloop versions
8 年前
Antti Tapaninen
09c4949e
HLSLcc: fix out of bounds issues on Metal/iOS, HLSL bytecode being the root cause before Metal generated shaders
8 年前
Antti Tapaninen
5d1327b6
HLSLcc: change out of bounds fix to use iNrCoarseLights-1 instead
8 年前
Antti Tapaninen
9f45311a
fix out of bounds issue
8 年前
mmikk
8fa3ec78
less warped cluster distribution for 100% sky tile
less warped cluster distribution for 100% sky tile
8 年前
Sebastien Lagarde
89a7c17b
Clenaup of folders, renaming and warning fix (see details in description)
- Rename "Common" folder "Core" folder
- Move fptl specific code from common to fptl (skyhelper, shaderbase.h)
- Move hdrp specific code from common to hdrp (resource
blitcubemap.shader)
- Remove "tutorial" on basicRenderPipeline folder name
- Update path name in shader for shadow include
- Fix misc warning in 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
mmikk
bd6c2940
minor clean up
minor clean up
7 年前