Sebastien Lagarde
ba76c316
HDRenderLoop: Move a lot of files for better classification
8 年前
Sebastien Lagarde
357d999e
HDRenderLoop: Add code to init texture one time at the launch of the loop
- Still need to confirm is this code is robust
- Also remove many common.hlsl include
8 年前
sebastienlagarde
1a1f4a3a
HDRenderLoop: Add area light precomputed table
8 年前
vlad-andreev
3b8e0543
moved to the experimental namespace
8 年前
Sebastien Lagarde
79cd240f
HDRenderLoop: Rename metalic to mettalic
8 年前
sebastienlagarde
fd7cfe17
HDRenderLoop: Move file/create file/Rename stuff - Related to lighting and shadow
- Effort on shadow design still need to be done
8 年前
Paul Demeulenaere
f286e852
First integration for a *suitable* approach of MaterialGraph & ScriptableRenderloop (MasterNode description is draft, that's why MaterialIDAttribute is tagget as "WIP")
8 年前
Paul Demeulenaere
e9b5f5ae
- Cleaner way describe MasterNode
- First version of suitable template which integrate packing/unpacking between vertex & fragment
N.B.: Refactor is needed in MaterialGraph to move specific shader code generation to ScriptableRenderloop
8 年前
Sebastien Lagarde
b945ef44
HDRenderLoop: Add velocity buffer support (C# side)
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
Sebastien Lagarde
25234e00
HDRenderLoop: Test about packing all GBufer in two RT U16
This will not work for now but allow to stress the design in some comple
case. May be remove later or adapted
8 年前
Sebastien Lagarde
efa7c787
HDRenderLoop: Clean packed Gbuffer code in Uint16 + packing functions
- It still doesn't work as UINT16 RT is not supported by Unity :(
- packing.hlsl need some convention/naming cleanup
8 年前
Evgenii Golubev
0063bde5
Update LTC LUT data
8 年前
Evgenii Golubev
ebdf0660
Add Fresnel to LTC. Reduce the number of textures and samplers
8 年前
Evgenii Golubev
105f41c5
Add area light support with Fresnel and Disney Diffuse
8 年前
Paul Demeulenaere
2a561d3e
Reintegrate HDRenderloop template after merge (todo : fix forward pass)
8 年前
Paul Demeulenaere
c79b25a0
Clean way to plug default semantic behavior (using surfaceAttribute)
8 年前
Sebastien Lagarde
4a757643
HDRenderLoop; General cleanup pass around OnDisable/Cleanup
8 年前
Paul Demeulenaere
f44b8fd2
Merge remote-tracking branch 'origin/master' into scriptablerenderloop-materialgraph
# Conflicts:
# .gitignore
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
8 年前
Sebastien Lagarde
23a7a206
HDRenderLoop: Enable linearLighting and CCT + rename rebuild to build
8 年前
sebastienlagarde
d681dbc6
HDRenderLoop: fix issue with pragma disable warning and debugger
8 年前
Tim Cooper
e9ce1c42
[srl]Implement c# changes to match the c++ code changes.
8 年前
Evgenii Golubev
5f0870cc
Update comments and store the value of the integral of the image
8 年前
Evgenii Golubev
1af099df
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into MIS
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
Evgenii Golubev
839c2ec2
Add a TODO
8 年前
Tim Cooper
2b3f2f91
[refactor namespace]
UnityEngine.Experimental.ScriptableRenderLoop -> UnityEngine.Experimental.Rendering
UnityEngine.Experimental.ScriptableRenderLoop -> UnityEngine.Experimental.Rendering.{LoopName}
8 年前
Evgenii Golubev
f38f5e1a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Julien Ignace
47800dae
Fixed a number of issues on PS4
- Some shaders not compiled for PS4
- Shaders testing depth when no depth buffer were bound (which works fine on DX11)
8 年前
Evgenii Golubev
8a25c51c
Precompute IBL light sample directions
8 年前
Evgenii Golubev
846d4f8d
Precompute IBL samples on GPU
8 年前
Julien Ignace
c83f3d4a
Merge branch 'master' into Branch_fix-ps4-hdrenderloop
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/Unlit.shader
# Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader
# Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader
# Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/Resources/GGXConvolve.shader
8 年前
Evgenii Golubev
34c8c87d
Make RenderTextures explicitly linear
8 年前
Evgenii Golubev
ddd20ccc
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Sebastien Lagarde
6c05ce51
HDRenderPipeline: Fix compil issue + discrepencey forward deferred
8 年前
Sebastien Lagarde
bbf9674c
HDRenderPipeline: Move all are LTC data in one texture2DArray
Required to save ressource index for PS4 until playstation platform team
fix the issue of limited resource (16 texture + compute buffer)
8 年前
Paul Demeulenaere
40290c81
Merge remote-tracking branch 'origin/master' into scriptablerenderloop-materialgraph
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl
8 年前
Evgenii Golubev
8e286ad5
Enable subsurface radius and thickness parameters
8 年前
Evgenii Golubev
517ba2ae
Create an asset for the SSS UI
8 年前
Evgenii Golubev
02b8a18b
Implement SSS transmittance for punctual and directional lights
8 年前
Evgenii Golubev
13c21d32
Rename "transmittance" to "transmission" where applicable
8 年前
sebastienlagarde
20a72b30
HDRenderPipeline: Change from 16x16 to 32x32 tile size for clustered
- Shader opaque compute doens't work
- Seems that if we disable clustered for forward, the fallback have some
conflict with tiling (not a use mode as the fallback is just a debug
mode but should not happen).
8 年前
Tim Cooper
c30d33b8
[Format]Reformat via format.pl to match the new conventions
8 年前
runes
918c1797
Feature flags now also include material/gbuffer flags.
8 年前
FlorentGuinier
980b67d3
[gfx-shadows] First step toward adding tents pcf filters
Adding UI and placeholder shader implementation
8 年前
sebastienlagarde
68b2246c
HDrenderPipeline: Generate hlsl debug functions
Instead of wrtiting functions by hand user can now call generated debug
function and override thing he/she want.
8 年前
uygar
d82162c7
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into shadows
8 年前
sebastienlagarde
7cfffb72
HDRenderPipeline: Clear coat model, expose specualr color model
8 年前
Sebastien Lagarde
58f36f39
Merge remote-tracking branch 'refs/remotes/origin/master' into shadows
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
8 年前
Evgenii Golubev
2da00de6
Set the ID of the SSS material to 0 and of the standard material to 1
8 年前
sebastienlagarde
74ed44ec
HDRenderPipeline: Fix PI issue in disney Diffuse integration for diffuse
- Fix undesired division by PI for Disney diffuse integration for
diffuse GI
- Add debug constant value HDRI textures
- Change format of DFG integration texture from fp16 to fp11:11:10
8 年前
GitHub
78d7833b
Merge pull request #250 from EvgeniiG/material_id_update
Swap material IDs for a simpler stencil test configuration
8 年前
sebastienlagarde
175e0c89
HDRenderPipeline: Minor Update a comment
8 年前
sebastienlagarde
8aa908b7
HDRenderPipeline: Add thin material option + Fix issue with transmission and shadow
- Add a thin material option on SSS profile
- Shadow was not working anymore with transmission due to merge conflict
with shadow branch
- Done a pass of format on file in Lit directory
- Share constant for number of profile between c#a and hlsl
8 年前
sebastienlagarde
46417646
HDRednerPipeline: Update transmission test + clean code
- Rename Thin Material in Thin objects
- Merge enable transmission and enable thin material in transmission
type
- re-add human head
- fix thin transmission test scene
8 年前
Evgenii Golubev
a92b6036
Implement transmission for Disney SSS
8 年前
sebastienlagarde
b088bb9a
HDRenderPipeline: Moive all shaders/compute into resources asset
+ fix an issue with building player with debug menu
8 年前
Evgenii Golubev
85e3c31c
Merge branch 'disney_sss'
8 年前
Sebastien Lagarde
bc69fad2
HDRenderPipeline: Change material framework
All material (Lit, Unlit) now derive from a base class:
RenderPipelineMaterial
previously namespace was use to material name, now it is a regular class
It allow to add more easily new material or replace current one
HDRenderPipeline with introspection will execute all material method
from found RenderPipelineMaterial
The unique deferred material that we suppose is still a special case as
several code depends on it
8 年前
Evgenii Golubev
70499455
Switch to HDCamera matrices (WIP, shadows have not yet been fixed)
8 年前
sebastienlagarde
0e6f3478
HDRenderPipeline: update shader generator and code to match C# static naming convention
8 年前
Tim Cooper
8b0f6d4c
use pooling
8 年前
Evgenii Golubev
0a7924ff
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into hdrp_matrix
8 年前
Tim Cooper
b1156959
[gc]Convert to pooling
8 年前
Sebastien Lagarde
e9e6cf59
HDRenderPipeline: Specular color mat id is no more store as material id
- Instead of wasting one value in materialId (only 4 availabe, we reuse
the matid standard and the value in the specular), it allow to have 2
matId free.
- Optimize the code with shader features for materialID
8 年前
Sebastien Lagarde
cd023e6c
HDRenderPipeline: Fix issue with specular color and packing precision
8 年前
Evgenii Golubev
5570c647
Merge branch 'master'
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
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
8 年前
sebastienlagarde
70fcec1d
Refactor hwo specular material is considered: not anymore a materialId
7 年前
sebastienlagarde
e2c021c4
Add clear coat material in Lit + few cleanup
7 年前
Peter Andreasen
a2e029a1
merge with master + a few samplegame fixes
7 年前
sebastienlagarde
ea1d4cf6
First draft for aniso as materialId
7 年前
sebastienlagarde
9b64036d
Some code clean
7 年前
Peter Andreasen
69c448b2
Merge remote-tracking branch 'origin/master' into sample_game
7 年前
Thomas
2cdd3c12
Moved most of HDRP utilities to Core
7 年前
Frédéric Vauchelles
90b2eb1e
Added refraction, roughness refraction and transparency absorption
7 年前
Thomas
895c04b2
Improved ProfilingSample API
7 年前
GitHub
58da4099
Merge pull request #442 from Unity-Technologies/feature/transparency
Feature/transparency
7 年前
Peter Andreasen
2ef7d649
merged with master
7 年前
Sebastien Lagarde
6cc90b39
Clean unused file, generate correct file and fix editor issue for SSS
7 年前
Frédéric Vauchelles
051c4673
Added refraction mask
7 年前
Frédéric Vauchelles
1303cd7c
Keep only 2 refraction models: Plane and Sphere
7 年前
Evgenii Golubev
d610a7cf
Implement multi-bounce GGX for direct lighting (no Fresnel yet)
7 年前
Evgenii Golubev
7ddb7cdc
Switch to Emmanuel's version of MS energy compensation
7 年前
Frédéric Vauchelles
977bf6d0
Refactored refraction mask as opacity mask
7 年前
Frédéric Vauchelles
3342b048
(wip) refraction box model
7 年前
Frédéric Vauchelles
b1d90f15
Renamed opacity mask to transmittance mask
7 年前
GitHub
8f4af1c6
Merge pull request #522 from EvgeniiG/multi_bounce_ggx
Implement energy compensation for metallic GGX
7 年前
Evgenii Golubev
531047c5
Improve the quality of the FDG texture
7 年前
Evgenii Golubev
a424dd4b
Remove an outdated comment
7 年前
Sebastien Lagarde
36f3cfd4
merge unity 2017.3
7 年前
Peter Andreasen
f052451a
merged from master
7 年前
Sebastien Lagarde
5b874b26
draft 2
7 年前
Sebastien Lagarde
4a7f92da
HDRenderPipeline: Remove SHADEROPTIONS_PACK_GBUFFER_IN_U16
7 年前
Evgenii Golubev
a79cfd1d
Remove 'bsdfData.roughness'
7 年前
sebastienlagarde
b0813df9
Merge remote-tracking branch 'refs/remotes/origin/master' into Support-forward-SSS
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
7 年前
Evgenii Golubev
20d1b1c5
Replace 'useThinObjectMode' with 'useThickObjectMode'
7 年前
Peter Andreasen
b6423cf9
merge
7 年前
Sebastien Lagarde
30b2b456
Add Fresnel term to SSS profile
7 年前
sebastienlagarde
feabd543
another round of change
7 年前
Peter Andreasen
87c36d52
merged with master
7 年前
Sebastien Lagarde
6c6064fb
Push draft
7 年前
Sebastien Lagarde
c514f914
first compile version
7 年前
Sebastien Lagarde
3900cf36
More cheaper version of clear coat
7 年前
Sebastien Lagarde
f5d30079
Minor draft
7 年前
Sebastien Lagarde
c3a7633d
Rename SubsurfaceProfile to DiffusionProfile and SubsurfaceRadius to SubsurfaceMask
7 年前
Sebastien Lagarde
e059a00a
Merge remote-tracking branch 'refs/remotes/origin/master' into Refactor-GBuffer-with-material-feature
7 年前
Sebastien Lagarde
3513d76a
HDRenderPipeline: Fix wrong SSS renaming
7 年前
Sebastien Lagarde
eb916f23
More draft
7 年前
Sebastien Lagarde
9b6e633d
Push rework of lit.hlsl
7 年前
Sebastien Lagarde
14afb03c
More file update
7 年前
Sebastien Lagarde
64caa505
Fix last issues, now pass green test and working material classification
7 年前
sebastienlagarde
97898a85
Move everything to bitfield
7 年前
Sebastien Lagarde
65173ac3
draft
7 年前
Peter Andreasen
3ccf74cc
merged from master
7 年前
Julien Ignace
03e54099
(WIP) Changed all HDRP RenderTextures to RTHandles
7 年前
Evgenii Golubev
4762c664
Fill the diffusion profile in the BSDFData
7 年前
sebastienlagarde
bd05a03a
Fix inconsistency of diffusion profile int -> uint
7 年前
Peter Andreasen
8b8ef607
Merge remote-tracking branch 'origin/master' into sample_game
7 年前
Julien Ignace
19029ddd
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RTRefactoring
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/RenderPipelineSettingsUI.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/SerializedRenderPipelineSettings.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/RenderPipelineSettings.cs
7 年前
Sebastien Lagarde
3cdc6c4e
Pack normal on 1212bit in 888
7 年前
Julien Ignace
950b560d
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RTRefactoring
# Conflicts:
# ScriptableRenderPipeline/Core/CoreRP/CoreUtils.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.asset
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs
7 年前
sebastienlagarde
9801577c
Change code generation to allow multiple debug case for the same field. allow debug view normal
7 年前
sebastienlagarde
116379ee
Add memory RT name/information everywhere
7 年前
Sebastien Lagarde
106566dc
Update the UI for iridescence
7 年前
sebastienlagarde
5e5e46c8
Merge remote-tracking branch 'refs/remotes/origin/master' into support-iridescence
7 年前
Sebastien Lagarde
2ad2a458
Update IOR to be a mask map
7 年前
Sebastien Lagarde
45283ab4
Adress iridescence PR feedback
7 年前
Sebastien Lagarde
ea8ce865
First draft
7 年前
Peter Andreasen
04b933d9
merged with master
7 年前
sebastienlagarde
eced067f
Rename Iridescence Thickness to Iridescence Layer Thickness
7 年前
sebastienlagarde
a12382a2
- Removed useless shadow atlases from HDRP
- Added debug texture name to all our caches
- Fixed a few leaks (rendertexture, materials, ...)
7 年前
Frédéric Vauchelles
5ab7101f
Moved algorithm selection to shader variant
7 年前
Frédéric Vauchelles
f781f1f8
Refactored ScreenSpaceTracing
Added Estimate algorithm
7 年前
Frédéric Vauchelles
085e9237
(wip) Refactored screen space tracing for refraction
7 年前
Frédéric Vauchelles
5ef1d97f
(wip) Added debug for proxy and hiz refraction modes
7 年前
Frédéric Vauchelles
659b634a
Added wip pass for SSReflection
7 年前
sebastienlagarde
530d5538
HDRenderPipeline: FactorLTCAreaCode
7 年前
sebastienlagarde
a7a14891
Factor PreIntegratedFGD
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
b222ccef
Added linear raymarching in HiZ
Fixed HiZ reflection
7 年前
Tim Cooper
fafb59af
Run code formatter.
7 年前
Sebastien Lagarde
d69fdafe
HDRP: Add support for multiple PreIntegratedFGD + updte hlsl debug number
7 年前
Julien Ignace
f339f7c5
Fixed PreIntegratedFGD texture being destroyed in some cases and not re-rendered correctly (also removed some redundant tests in Lit.cs and StackLit.cs)
6 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...
6 年前
sebastienlagarde
26c608bb
Move files to screenspace lighting and move Reflection enum in it
6 年前
Paul Melamed
d0ecfaf5
add a table for enabling writes to gbuffer render targets
6 年前