sebastienlagarde
1ec6d8b9
First set of files
First set of files submit to iniate the project and be able to work from
home :)
This is WIP and files will move/change.
For now just a set of file mostly empty, setup name etc...
8 年前
sebastienlagarde
76f890ea
Very minimal loop done, display red shader
Very minimal loop done, display red shader
8 年前
sebastienlagarde
940b6d13
Update ShaderLibrary and UnityStandard code
Several addition.
Add a forward and deferred pass not working with lighting
Add pack/unpack attribute
Reoarganize some file
better header dependecy
Remove platform, will not be used
8 年前
sebastienlagarde
5ac28581
Change LightingDefinition.hlsl to LightDefinition.cs
Allow to share code between hlsl and C# like Morten, also add define in
common.hlsl that was in common.h for Morten
8 年前
sebastienlagarde
902def74
Change UnityStandard to HDRenderLoop
Change name of the renderloop to HD Standard
Use vertex normal for now to test light
8 年前
sebastienlagarde
bb7bf965
Correct angle attenuation
8 年前
sebastienlagarde
2aba5fc9
Add innerAngle for spotlight
8 年前
Joachim Ante
32b23b9d
Refactor API validation code to actually check that each define is
indeed define, this prevents platforms from going out of sync.
8 年前
Joachim Ante
2d089ebe
APi validation
8 年前
Sebastien Lagarde
6a00b2b9
Add misc function for deferred rendering
- Add world reconstruction function
- Add macro to abstrct GBuffer
- Add lighting information into SurfaceData and BSDFData
- Clean / comment some stuff
Note: forward and deferred code do not produce lighting for now
8 年前
sebastienlagarde
e0d8b29f
Minor change, add unity_reversed_z
8 年前
sebastienlagarde
a333a206
Make deferred rendering wortk and match forward
8 年前
sebastienlagarde
5d4ad793
HDRenderLoop: Miss one file
8 年前
Julien Ignace
d825657a
Debug Shader first version
8 年前
sebastienlagarde
b7ac9b37
HDRenderLoop: Make transparent object working + doublesided mode work
8 年前
Julien Ignace
60e032e0
Merge branch 'master' into DebugShader
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
8 年前
sebastienlagarde
36c50926
HDRenderLoop: Add builtin data structure + add velocity buffer
- Add velocity buffer as an experiment for the design
- Split surface data into surface data and builtin data (engine side for
lightmap etc...)
8 年前
sebastienlagarde
5e5b4fcb
HDRenderLoop : Fix after merge
8 年前
Julien Ignace
f1087ce3
Merge branch 'master' into DebugShader
# Conflicts:
# Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/test.mat
8 年前
sebastienlagarde
acd11ee0
HDRenderLoop Rename DisneyGGX to Li and convert to whitesapce convention
8 年前
sebastienlagarde
b2a49403
HDRenderLoop; start support of reflection probe
- Add texture abstration in API
- Add imagebasedlighting.hlsl
- Add divide pi version of BSDF
- Change resolution of cubemap as 128
- Misc stuff
8 年前
sebastienlagarde
e6e4de0a
HDRenderLoop: Update convention
8 年前
sebastienlagarde
fe99ce30
HDRenderLoop: Add PreLightData concept (optimization)
- Add PrelightData concept: variable that you can precompute ahead of
calling the lighting loop
- Various stuff related to that: BRDF recomputed LambdaV version etc...
8 年前
vlad-andreev
bf6e54c5
tabs -> spaces
8 年前
sebastienlagarde
feca166f
Merge remote-tracking branch 'origin/master'
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
# Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/DebugViewMaterialGBuffer.shader
# Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightingForward.hlsl
# Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit.hlsl
# Assets/ScriptableRenderLoop/ShaderLibrary/Common.hlsl
8 年前
Sebastien Lagarde
a703417e
HDRenderLoop: Continue to work on implementing parallax cubemap
- Finish shader side, need to fix C++ side + generate specularDFG
texture
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
3234ad1e
HDRenderLoop: Add area light code (not working)
8 年前
sebastienlagarde
f53cd1c7
HDRenderloop: Progress in supporting IES and shadowmap
- Add AffectDiffuse/AffectSpecular/GetShadowDimmer UI
- Add draft of shadow map support (not working)
- Add IES in shader (not in light)
- Add LightLoopContext struct
- Add various Texture/sampler macro
- Add GetCubeFaceID
- misc stuff
8 年前
sebastienlagarde
cb428a02
HDRednerLoop: Again msising file...
8 年前
Sebastien Lagarde
55ac2b41
HDRenderLoop: Add shadow.hlsl - refine design of shadowmap (not working yet)
8 年前
Sebastien Lagarde
36745c50
HDRenderloop: Remove flags from light + experiment bias on receiver
8 年前
Sebastien Lagarde
e3c7667f
HDRenderLoop: Renmae PositionHS to PositionCS + another pass on shadow design
8 年前
Sebastien Lagarde
4e046798
HDRenderloop: lot of missing file...
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
059de63c
Implement functions to map a cube to a sphere
8 年前
Evgenii Golubev
abb866e7
Use a more accurate FastACos implementation
8 年前
sebastienlagarde
1500689d
HDRenderLoop: Move function from common.hlsl to commonlighting.hlsl
8 年前
Sebastien Lagarde
2b8343ed
HDRenderLoop: Move GetNdotV function again
8 年前
Evgenii Golubev
c8a14bc3
Merge branch 'UpdateAreaLightImpl'
8 年前
Evgenii Golubev
0aace9e1
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Julien Ignace
fd04e67f
- First version of sky renderer
- Added an Utilities class for re-usable methods in the renderloop (SetRenderTarget, Material creation, etc...)
8 年前
Evgenii Golubev
472d34b5
Add the initial impl. of LTC line light Lambertian diffuse shading
8 年前
Julien Ignace
442892e0
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
8 年前
Evgenii Golubev
ffa02031
Fix, clean up and optimize the line light code
8 年前
Evgenii Golubev
f85c5fe4
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Evgenii Golubev
2c052fee
Fix numerical integration issues
8 年前
Sebastien Lagarde
97a2db70
HDRenderLoop: Premultiply EmissiveIntensity and EmissiveColor + few renaming
8 年前
Evgenii Golubev
d71ed4a1
Remove the function sq()
8 年前
Sebastien Lagarde
d954a72e
HDRenderLoop: Add k_identity4x4
8 年前
Sebastien Lagarde
a91df7f9
HDRenderLoop: Merge FTPL - application of opaque tiled lists (untested)
8 年前
Evgenii Golubev
0ad558b0
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Sebastien Lagarde
6088f80d
HDRenderLoop: Fix few warning
8 年前
Evgenii Golubev
6ff56821
Implement directional light cookies
8 年前
Evgenii Golubev
a1d11347
Improve and enable GetShiftedNdotV()
8 年前
Sebastien Lagarde
39c9f7ed
HDRenderLoop: First draft not working of depth pixel offset
8 年前
GitHub
27ac46fa
Make sure NdotV does not reach 0
8 年前
Sebastien Lagarde
521b51c7
HDRenderLoop: Big refactor to preprate for depthOffsetVs
8 年前
Sebastien Lagarde
5d839c48
HDRenderLoop: Fix depthVS issue + introduce HDCamera
8 年前
Sebastien Lagarde
d1bf008e
HDRenderLoop: Add distortion pass control + depth offset support
8 年前
Evgenii Golubev
8bbe4289
Merge remote-tracking branch 'upstream/master'
8 年前
Evgenii Golubev
1e6ba10e
Perform stronger artifact clamping
8 年前
Evgenii Golubev
c3acc973
Initial implementation of BuildProabilityTables()
8 年前
Evgenii Golubev
c31ad089
Build probability tables using only 2D textures (cubemaps as arrays)
8 年前
sebastienlagarde
291b4c6d
HDRenderPipeline: Fix-point-light-shadow
8 年前
sebastienlagarde
12a52bf3
HDRenderPipeline: Add support for LatLong reflection
8 年前
Evgenii Golubev
47bf244a
Consistently handle 'NdotL' problems
8 年前
Evgenii Golubev
96c60309
Orthonormalize TBN
8 年前
sebastienlagarde
b60bd965
HDRenderPipeline: Fix various issue with tesselatoin + depth offset
8 年前
Julien Ignace
7b7eb3b4
Fixed a number of compilation issue with PS4.
8 年前
Evgenii Golubev
846d4f8d
Precompute IBL samples on GPU
8 年前
Juho Oravainen
4320bff0
Initial metal support kickoff. Tweaked shader pragma targets from 5.0 to 4.5. Added metal to only_renderers lists. Added initial platform header API/Metal.hlsl. Couple of include paths changed to absolute until a bugfix lands on Unity side.
8 年前
Sebastien Lagarde
52f90645
HDRenderPipeline: Parrallax occlusion mapping add lod fading
8 年前
sebastienlagarde
66834685
HDRenderPipeline: Add Layered Displacement + fix issue with sky + some clean
- HDRI reflection is flipped, but HDRI and procedural sky are flipped
each other. For now fix the HDRI sky and we will fix procedural sky
after
8 年前
Evgenii Golubev
b1a7cdc0
Fix the flipped Y axis (due to a D3D convention) for the procedural sky
8 年前
Evgenii Golubev
60731810
Make improvements based on feedback
8 年前
Julien Ignace
fe794f54
- Fixed shadow map debug max slider value with the correct number of visible shadows
- Fixed the shadow debug display shader to use the full screen quad GetVertexPosition method.
8 年前
Evgenii Golubev
be01c5e2
Perform proper bilateral filtering
8 年前
Sebastien Lagarde
0e8d4904
HDRenderPipeline: Push another no working draft
8 年前
Evgenii Golubev
538bf3b2
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
sebastienlagarde
e2baec96
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-POM-+-Heightmap-behavior
8 年前
Evgenii Golubev
c962132e
Properly capitalize "Full Screen"
8 年前
Evgenii Golubev
c13b75bb
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
sebastienlagarde
39e6d184
HDRenderPipeline: Fix PS4 compiler issue due to macro with multiple ##
8 年前
Evgenii Golubev
b764b1b3
Implement efficient depth linearization for oblique view frustums
8 年前
Evgenii Golubev
aee19128
Remove 'positionCS' from 'PositionInputs'
8 年前
Evgenii Golubev
841bef3d
Adopt the convention that the 'depthOffsetVS' is always positive
8 年前
sebastienlagarde
722aa8b3
HDrenderPipeline: Add depth offset support in debug view depth mode
8 年前
Julien Ignace
d11b8e6e
Added an option in Lighting debug to display the sky reflection probe cubemap.
8 年前
Evgenii Golubev
2de9e6dd
Update the comment
8 年前
Evgenii Golubev
ea306870
Fix the raw depth from the depth offset
8 年前
runes
8d6eac51
compile fixes for xbox one
8 年前
runes
c445e599
Explicit tile coordinates in GetPositionInput.
~10% faster tile deferred light evaluation in compute
8 年前
sebastienlagarde
4f43da2d
HDRenderPipeline: Add LOD cross fade (need C++ update)
8 年前
sebastienlagarde
54e58bd8
HDRenderPipeline: Missing fix in common.hlsl for LOD cross fade
8 年前
sebastienlagarde
f4696e8d
HDRenderPipeline: Update abstraction of cubemap array for mobile
8 年前
Evgenii Golubev
e5611f42
Fix the view-dependent depth offset issue
8 年前
Evgenii Golubev
ced19359
Make the SSS texturing mode a profile-local property
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
Antti Tapaninen
702dca0c
fix box projection issue with DirectionToSphericalTexCoordinate
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
Evgenii Golubev
a92b6036
Implement transmission for Disney SSS
8 年前
David Rogers
c29dfe78
Add more GLES3 and Vulkan shader libraries.
8 年前
Evgenii Golubev
0e475e7d
Implement new packing functionality
8 年前
Evgenii Golubev
2e3478e3
Fix PS4 compile issues with BFE
8 年前
David Rogers
85744e59
Local merge
8 年前
Evgenii Golubev
70499455
Switch to HDCamera matrices (WIP, shadows have not yet been fixed)
7 年前
sebastienlagarde
f79e6c68
HDRenderPipeline: Add comment to SSS and introduce min fp16 value
8 年前
Evgenii Golubev
0a7924ff
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into hdrp_matrix
7 年前
Julien Ignace
512668d7
Removed all uniforms from global namespace in shaders to ensure coherent constant buffer layout in compute shaders across kernels.
7 年前
Evgenii Golubev
5570c647
Merge branch 'master'
7 年前
Evgenii Golubev
8be8c50b
Fix tangent space SSS integration
7 年前
sebastienlagarde
a8bef5fd
HDRenderPipeline: Add FastSign() function
7 年前
GitHub
1fb45557
Merge pull request #318 from EvgeniiG/hdrp_matrix
Set HDRP matrices from scripts (except shadows)
7 年前
Evgenii Golubev
b3bd2618
Camera-relative rendering WIP
7 年前
sebastienlagarde
ac29144b
HDRenderPipeline: Fix issue with Transmission due to padding between compute and shader float array
- Move Thickness remap float array to float4 array to avoid packing
issue between compute path and pixel path
7 年前
Evgenii Golubev
98cec915
Port SSS to compute with an LDS texture cache
7 年前
Evgenii Golubev
d4c3224f
Slightly tweak the LOD pattern to ensure the geometry is always visible
7 年前
Evgenii Golubev
e4e4bd7a
Implement a higher quality uniform noise function
7 年前
Evgenii Golubev
4787f47e
Remove the temporal component from the LOD transition
7 年前
sebastienlagarde
e2c021c4
Add clear coat material in Lit + few cleanup
7 年前
Filip Iliescu
babb5307
enable vulkan and es3 on FPTL and in common.hlsl for other pipelines
7 年前
Evgenii Golubev
69b2a277
Implement computation of the view vector from the screen space coordinate
7 年前
Evgenii Golubev
9ce510e5
Add additional shader passes + clean-up
7 年前
Evgenii Golubev
6e212a8c
Add a random offset to the ray marching algorithm
7 年前
sebastienlagarde
c1c97c18
push draft
7 年前
Sebastien Lagarde
beedb90d
Add support for bent normal on lit and layered shader
Remove horizon fade as it is useless and produce artifact
7 年前
Evgenii Golubev
e54f754a
Implement FastACosPos()
7 年前
sebastienlagarde
aa798d74
HDRenderPipeline: Remove useless _BLENDMODE_SOFT_ADD
7 年前
Mikko Strandborg
0d0cd3fe
Add Vulkan shader support files
7 年前
Evgenii Golubev
8c2d94e7
Add WaveReadFirstLane()
7 年前
Evgenii Golubev
fcfe787e
Remove the Clamp() intrinsic
7 年前
GitHub
b6cf8abe
Merge pull request #549 from Unity-Technologies/Unity-2017.3
Unity 2017.3
7 年前
Evgenii Golubev
a46c0009
Merge the old volumetrics code (WIP)
7 年前
Evgenii Golubev
d24c8437
Implement GetViewReflectedNormal()
7 年前
Evgenii Golubev
d1dca323
Help the compiler save VGPR
SubsurfaceScattering.compute:
Before:
; -------- Statistics ---------------------
; SGPRs: 62 out of 104 used
; VGPRs: 42 out of 256 used
; LDS: 6416 out of 32768 bytes used
; 0 bytes scratch space used
; Instructions: 1280 ALU, 264 Control Flow, 75 TFETCH
After:
; -------- Statistics ---------------------
; SGPRs: 62 out of 104 used
; VGPRs: 41 out of 256 used
; LDS: 6416 out of 32768 bytes used
; 0 bytes scratch space used
; Instructions: 1276 ALU, 264 Control Flow, 75 TFETCH
7 年前
Evgenii Golubev
703152bd
Replace GetViewShiftedNormal() with GetViewReflectedNormal()
7 年前
Evgenii Golubev
4f319ce4
Fix the include order and clean up defines
7 年前
sebastienlagarde
0551bd40
Fix issue with anisotropic highlight
7 年前
Sebastien Lagarde
36f3cfd4
merge unity 2017.3
7 年前
GitHub
bec11b73
Merge pull request #561 from Unity-Technologies/Unity-2017.3
Unity 2017.3
7 年前
GitHub
14465041
Merge pull request #564 from EvgeniiG/Unity-2017.3
Manually optimize exp()
7 年前
Evgenii Golubev
6e30e2d6
Merge branch 'Unity-2017.3'
7 年前
GitHub
aeb0b914
Merge pull request #565 from Unity-Technologies/Unity-2017.3
Unity 2017.3
7 年前
Evgenii Golubev
b452c309
Merge branch 'Unity-2017.3'
7 年前
Julien Ignace
8b37cbb5
Reflection Probe Cache: Handled input of the wrong size/format with an additional conversion step.
7 年前
GitHub
9ef5873f
Merge pull request #571 from Unity-Technologies/Unity-2017.3
Unity 2017.3
7 年前
Evgenii Golubev
fdcd7680
Merge branch 'Unity-2017.3' of https://github.com/EvgeniiG/ScriptableRenderLoop into volumetrics
7 年前
Evgenii Golubev
43d373d4
TODO: should we divide by ray segment length?
7 年前
Evgenii Golubev
d1c74bcb
Merge branch 'master'
7 年前
Julien Ignace
0a60dd2a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into feature/realtimeCubemap
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
7 年前
Evgenii Golubev
2c51f96c
Clean up Common.hlsl
7 年前
Evgenii Golubev
a3165a72
Merge branch 'master'
7 年前
Evgenii Golubev
7b837f0b
Implement function templates in HLSL
7 年前
GitHub
20a6a00a
Fix FastSign()
7 年前
Evgenii Golubev
9caf6678
Rename Sqr() to Sq(): SQ = SQuare. SQRT = SQuareRooT
7 年前
Evgenii Golubev
f589fe1b
Merge branch 'master' of https://github.com/EvgeniiG/ScriptableRenderLoop
7 年前
Evgenii Golubev
ad15a498
Scalarize
7 年前
Evgenii Golubev
5b3b76c3
Put macros into their own header
7 年前
Evgenii Golubev
cf214dfc
Improve the comment
7 年前
Evgenii Golubev
b1513a17
Update the template macros to only support integers and floats
7 年前
Evgenii Golubev
1c6c73d4
Add a macro for Swap()
7 年前
Evgenii Golubev
88791113
Replace FLT_SMALL with FLT_EPSILON
7 年前
Evgenii Golubev
4a50580e
Rename Sqr() to Sq(): SQ = SQuare. SQRT = SQuareRooT
7 年前
Evgenii Golubev
7b797ff7
Merge branch 'master'
7 年前
Evgenii Golubev
6f8ec8c3
Global rename: 'depthRaw' -> 'deviceDepth', 'depthVS -> linearDepth'
7 年前
Evgenii Golubev
3aaf86e7
Add comments
7 年前
Evgenii Golubev
87e85612
Refactor math constant defines
7 年前
Evgenii Golubev
f62c83f5
Update FastSign() and implement FastMulBySignOf()
7 年前
Evgenii Golubev
8ed2bde7
Refactor directional and punctual light code
7 年前
Evgenii Golubev
c33e5451
Improve FastSign() and FastMulBySignOf()
7 年前
Frédéric Vauchelles
fe773302
Merge master
7 年前
Julien Ignace
ba464403
Moved macros to Macros.hlsl
7 年前
Evgenii Golubev
0ed1b80b
Global rename
positionSS -> positionNDC
unPositionSS -> positionSS
unTileCoord -> tileCoord
ComputeScreenSpacePosition() -> ComputeNormalizedDeviceCoordinates()
7 年前
GitHub
09d6788b
Update comment
7 年前
Evgenii Golubev
c1f921e2
Update comment
7 年前
Evgenii Golubev
96f00c6c
Add a comment
7 年前
Evgenii Golubev
f3c7dd5c
Optimize divergent execution of the anisotropic GGX
If the tile has any pixels with anisotropic GGX, we evaluate the entire tile with anisotropic GGX rather than first evaluating pixels with anisotropic GGX and then pixels with isotropic GGX.
Before
; --- Statistics for Deferred.compute on GCN (Pitcairn) ---
; SGPRs: 92 out of 104 used
; VGPRs: 128 out of 256 used
; LDS: 0 out of 32768 bytes used
; 0 bytes scratch space used
; Instructions: 2676 ALU, 183 Control Flow, 50 TFETCH
After
; --- Statistics for Deferred.compute on GCN (Pitcairn) ---
; SGPRs: 94 out of 104 used
; VGPRs: 128 out of 256 used
; LDS: 0 out of 32768 bytes used
; 0 bytes scratch space used
; Instructions: 2583 ALU, 183 Control Flow, 50 TFETCH
7 年前
Evgenii Golubev
8ee2d44f
Merge 'master'
7 年前
sebastienlagarde
0feb39a6
HDRenderPipeline: Add xboxone support
7 年前
Felipe Lira
a5dbc063
Ported Lightweight to SRP shader library.
7 年前
Felipe Lira
b89532b8
Added GLCore and GLES2 files. Ported more shaders to SRP shader library and fixed some compilation GLES2 compilation errors in shader library.
7 年前
Evgenii Golubev
81d62eb8
Merge branch 'master'
7 年前
Evgenii Golubev
d1b5d0f0
Fix parameter order of BFE
7 年前
Evgenii Golubev
914d5a35
Clean up Common.hlsl
7 年前
Evgenii Golubev
6c081ac7
Clean up Common.hlsl
7 年前
Evgenii Golubev
dfbbcbc0
SHADER TARGET 45 = SM 5.0
7 年前
Evgenii Golubev
fbfbcd6c
Add the BitFieldInsert() intrinsic
7 年前
Evgenii Golubev
7779e807
Merge branch 'master'
7 年前
Felipe Lira
ddeb54b6
Merge branch 'master' into LightweightPipeline
7 年前
Felipe Lira
cea04fcf
Addressed Sebastien and Alexandr PR feedbacks.
7 年前
Felipe Lira
eff2ed49
Addressed Evgenii and Richard's comments.
7 年前
sebastienlagarde
675720b0
HDRenderPipeline: Fix compilation on PS4 (error with INTRINSIC_BITFIELD_INSERT)
7 年前
sebastienlagarde
1b4d99b7
ShaderLibrary: Fix typo for XBone header
7 年前
Evgenii Golubev
78563feb
Merge branch 'master'
7 年前
GitHub
1b90eb6b
Merge pull request #687 from Unity-Technologies/LightweightPipeline
Lightweight pipeline upgrade to SRP shader library
7 年前
Evgenii Golubev
2e30e761
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into volumetrics
7 年前
sebastienlagarde
d83489f4
Change ShaderLibrary to use REAL instead of float/half
7 年前
sebastienlagarde
ecdf681c
ShaderLibrary, change REAL to real
7 年前
Evgenii Golubev
016a51ff
Prepare the volumetric reprojection framework
7 年前
Evgenii Golubev
d73e81d4
Partially convert Common.hlsl back to float
7 年前
lyndon homewood
595016ea
Moved MipMap Debug rendering to its own mode.
Improved the visualisation of mip ratio to handle mip reduction.
Improved the mip level count visualisation now mip streaming shown more clearly in other mip debug mode
Moved common shader functions to HLSL file
7 年前
lyndon homewood
0f09f2be
textureQueryLevels added for OpenGL mipCount
7 年前
sebastienlagarde
e51ab041
fix small typo in comment
7 年前
GitHub
01cf9986
Save 2x VALU
Optimize ComputeNormalizedDeviceCoordinates() and ComputeClipSpacePosition()
7 年前
sebastienlagarde
b9b30507
Merge remote-tracking branch 'refs/remotes/origin/master' into Convert-shaderLibrary-to-half-float-support
7 年前
sebastienlagarde
47b07890
Update some comment + add definition of real to half for SHADER_API_MOBILE
7 年前
sebastienlagarde
d48ff201
Don't convert BC6H encoding file
7 年前
sebastienlagarde
ee86a903
Update TEMPLATE_X_REAL macro to use FLT and HALF
7 年前
sebastienlagarde
0fe1f28c
More correction + add unity convention comment
7 年前
lyndon homewood
064d57c1
Merge branch 'feature/mip-debug' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into feature/mip-debug
# Conflicts:
# ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl
7 年前
lyndon homewood
b8800744
Restored comment lost in merge.
Improved mip count function to avoid need for some platform specific code.
7 年前
sebastienlagarde
1ac183cc
HDRenderPipeline: minor update of ComputeTextureLOD function
7 年前
Evgenii Golubev
c86b3214
Merge branch 'master'
7 年前
Evgenii Golubev
b8684ef4
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into volumetrics
7 年前
Evgenii Golubev
39e3d26a
Add comments
7 年前
Sebastien Lagarde
f97342c5
Merge remote-tracking branch 'refs/remotes/origin/master' into feature/mip-debug
7 年前
Felipe Lira
405ce570
Moved Pow4 to srp library.
7 年前
sebastienlagarde
7f5f1c1a
Merge remote-tracking branch 'refs/remotes/origin/master' into feature/mip-debug
7 年前
Raymond Graham
d1c64b56
Merge branch 'master' into gpuInstancingSupport
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
Sebastien Lagarde
a79042e5
Merge branch 'master' into pr/798
7 年前
Evgenii Golubev
2403166d
Replace FastMulBySignOf() with CopySign()
7 年前
Evgenii Golubev
777f65e7
Use BitFieldInsert() in CopySign()
7 年前
Evgenii Golubev
a2e3a11d
Fix CopySign()
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
Evgenii Golubev
a3209dd5
Fix INTRINSIC_CUBEMAP_FACE_ID
7 年前
Frédéric Vauchelles
df67690c
[PlanarRelfection] Fixed projection for plaanr reflection, added debug mode for proxy volumes
7 年前
Evgenii Golubev
c1c33a32
Support asymmetry with reprojection
7 年前
sebastienlagarde
f80ece87
Fix NaN checker pass that can't work with intrinsic isnan (as it require /Gic)
7 年前
Frédéric Vauchelles
d6743fba
Merge branch 'master' into feature/PlanarReflection
7 年前
sebastienlagarde
ad00b16a
Merged GetPositionInput and UpdatePositionInput into one set of GetPositionInput overloads.
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
Julien Ignace
39692887
- Fixed Gaussian/Depth pyramid rendering and debug
- Fixed various Blit related issues related to target scaling.
7 年前
Frédéric Vauchelles
0cf502ba
Merge branch 'master' into feature/PlanarReflection
7 年前
Evgenii Golubev
7e4a3052
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline
7 年前
Evgenii Golubev
1ef2e80a
Use an improved (generalized) depth distribution
7 年前
GitHub
2c465d55
Update the comment
7 年前
GitHub
655420d5
Merge pull request #881 from EvgeniiG/master
Use an improved (generalized) depth distribution
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
4a7e93dd
HDRenderPipeline: Small NaN correction (naming and test)
7 年前
sebastienlagarde
985e604a
Various warning fix
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
Julien Ignace
84e7c5e0
Indent + Remove useless comment.
7 年前
Evgenii Golubev
88a993dd
Store SSS flags inside bsdfData.materialFeatures
7 年前
Evgenii Golubev
a5a04d6b
Fix the clip-space bug (+ add explanation)
7 年前
Frédéric Vauchelles
19c80216
Added a library function to get NDC with the Z component
7 年前
Frédéric Vauchelles
6e9688c7
Fixed warning
7 年前
Evgenii Golubev
070349c8
Merge branch 'master'
7 年前
GitHub
884cfab3
Add comment and check for SHADER_TARGET_AVAILABLE
7 年前
Mikko Strandborg
335fd2b5
Fixes for cases when real != float. We need to declare both real and float variants for the functions in such cases.
7 年前
GitHub
fdf6a3e2
Add a comment
7 年前
Felipe Lira
84de95bc
defined half* as min16float* as it is required by the HLSLcc compiler to make proper half precision float in mobile
7 年前
Felipe Lira
c1ce89b5
Merge branch 'master' into lw/shader-optimization
# Conflicts:
# ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandard.shader
# ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader
# ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardTerrain.shader
7 年前
Evgenii Golubev
a3e9bdfc
Improve the support of orthographic rendering
7 年前
lyndon homewood
0e2f2f9c
Corrected parameters to tex.GetDimensions in GetMipCount
(no resulting functional change)
7 年前
Felipe Lira
c9e65977
defined half* as min16float* as it is required by the HLSLcc compiler to make proper half precision float in mobile
7 年前
Paul Melamed
0702ab28
copying sample texture into 4kx4k atlas
7 年前
Paul Melamed
ff3bd5a3
using new texture atlas to store decal textures
7 年前
Evgenii Golubev
8d663ac4
Merge upstream/master
7 年前
sebastienlagarde
a5701453
Move ComputeTextureLOD to common.hlsl
7 年前
Evgenii Golubev
b4708ef6
Merge upstream/master
7 年前
Felipe Lira
a798ab10
Fixed line endings in common.hlsl
7 年前
Sebastien Lagarde
016a2305
HDRenderPipeline: Fix shader and C# warning + re-arrange lightloop for env
7 年前
GitHub
858b64ad
Merge pull request #1197 from EvgeniiG/rename_unity_per_camera
Rename UnityPerCamera CBuffer variables (and set them from C#)
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
GitHub
3ab57ba8
Merge pull request #1116 from lyndon-unity/master
Enabled the texture streaming debugging for 2018.2+
7 年前
Evgenii Golubev
b587ca91
Optimize DecodeLogarithmicDepthGeneralized()
7 年前
sebastienlagarde
f5c6eec7
Merge remote-tracking branch 'refs/remotes/origin/master' into switch_support
7 年前
Tim Cooper
fafb59af
Run code formatter.
7 年前
Raymond Graham
d3582088
Mipmapping support for local volume mask textures.
7 年前
Antoine Lelievre
9bdeb7cf
Moved and renamed InverseLerp to RangeRemap in Common.hlsl
7 年前
sebastienlagarde
870dbb61
Large refactor of transmission code to share it between material
6 年前
sebastienlagarde
c1827b93
Rename positionWS to positionRWS + update shader graph template
6 年前
Evgenii Golubev
9abc300c
Improve the quality of trilinear filtering of density volume textures
6 年前
GitHub
30eac094
Implement SafeDiv()
6 年前
Evgenii Golubev
a5b000b4
More bugfixes for volume texture sampling
6 年前
GitHub
46078c05
Merge pull request #1608 from EvgeniiG/volumetrics_bugfixes
More bugfixes for volume texture sampling
6 年前
Peter Bay Bastian
80548487
Fix syntax error in Core shader library
Introduced in b0a3ae7b086505371a6923da3e04204504dd2c40
6 年前
Yao Xiao Ling
5b4c4f1c
Move PackHeightmap/UnpackHeightmap to Common.hlsl.
6 年前
Yao Xiao Ling
b853132b
Use real types for heightmap packing/unpacking.
6 年前