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
vlad-andreev
bf6e54c5
tabs -> spaces
8 年前
sebastienlagarde
dc88f7bf
HDRenderLoop: Continue to add misc function (intersection, aniso support)
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
52eb3436
HDRenderLoop: Make cubemap code compile
- miss preDFG texture
- do not work currently
- Add bunch of sphere metal/dieletric from smoothness 0..1
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
Sebastien Lagarde
bce39f68
HDRenderLoop: Make cubemap work (without parallax) and add ref mode
- comparison with ref GGX is not too bad, but still require improvement.
- wait for trilinear issue with cubemap to be solve before investigating
8 年前
Sebastien Lagarde
caf80e26
HDRenderLoop: Add area light support, first draft
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
Sebastien Lagarde
e7a1bb1b
HDRenderLoop: Update to new texture abstraction everywhere
8 年前
Sebastien Lagarde
84c14eca
HDRenderLoop: Fix anisotropy + rename BSDF with NoPI
- Rename DividePI to nothing and use NoPI instead
- Update UI + code to handle anisotropy correctly
8 年前
sebastienlagarde
97713e27
HDRenderLoop: Add importance sampling of aniso GGX for ref
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
97a2db70
HDRenderLoop: Premultiply EmissiveIntensity and EmissiveColor + few renaming
8 年前
Julien Ignace
ea463d28
Added GGX convolution to the generated skybox.
8 年前
Evgenii Golubev
ee488f3a
Add the MIP level bias to the pre-filtered IS
8 年前
Evgenii Golubev
29fe471b
Clean up and optimize IntegrateLD()
8 年前
Evgenii Golubev
5cede9ef
Add the missing term
8 年前
Evgenii Golubev
a1d11347
Improve and enable GetShiftedNdotV()
8 年前
Evgenii Golubev
3bd132b7
Use precomputed tables to store the Hammersley2D sequence
8 年前
Evgenii Golubev
b9e6ec25
Remove a redundant addition
8 年前
Evgenii Golubev
23f38d59
Use the Fibonacci sequence for convolving with GGX
8 年前
Evgenii Golubev
dba98485
Improve the support of the Fibonacci sequence
8 年前
Evgenii Golubev
e3a00862
Replace max(0, x) with saturate to save 1 VALU
8 年前
Evgenii Golubev
7e821fe0
Implement ImportanceSampleGGXDirIsotropic()
8 年前
Evgenii Golubev
65fc4234
Optimize IntegrateLD() by using D_GGX_Inverse()
8 年前
Evgenii Golubev
e68c22d7
Rename ImportanceSampleGGXDirIsotropic() to ImportanceSampleGGXViewIndDir() to avoid confusion
8 年前
Evgenii Golubev
db24b840
Remove the unused function argument
8 年前
Evgenii Golubev
b9f2f83e
Update the comment
8 年前
Evgenii Golubev
9ec4d867
Clean up
8 年前
Evgenii Golubev
3c94f605
Store the MIS data in an equiareal map
8 年前
Evgenii Golubev
33a76e5a
Factor out PARALLEL_SCAN()
8 年前
Evgenii Golubev
d1f3563b
Rename ImportanceSampleGGXViewIndDir() to ImportanceSampleGGXDirVeqN()
8 年前
Evgenii Golubev
ab866dab
Add the initial implementation of light importance sampling
8 年前
Evgenii Golubev
e5351e0c
Factor out BinarySearchRow()
8 年前
Evgenii Golubev
6fed15cc
Correct and rename UNITY_SPECCUBE_LOD_STEPS
8 年前
Evgenii Golubev
efd3ad16
Replace tangent frames with 'localToWorld'
8 年前
Evgenii Golubev
2da423a6
Bias importance sampling
8 年前
Evgenii Golubev
ff3bc37e
Add TODOs
8 年前
Evgenii Golubev
f25905a5
Remove random + 0.5
8 年前
Evgenii Golubev
77cca537
Remove extra bias
8 年前
Evgenii Golubev
0ec36b00
Remove randomization
8 年前
Evgenii Golubev
6f11466b
Revert the UNITY_SPECCUBE_LOD_STEPS change
8 年前
Evgenii Golubev
a8c79dbc
Move UNITY_SPECCUBE_LOD_STEPS out of D3D11.hlsl
8 年前
Evgenii Golubev
7ad2f0d1
Clamp NaNs arising during light sampling
8 年前
Evgenii Golubev
360609df
Reduce the importance sampling bias
8 年前
Evgenii Golubev
b1ef27bc
Update comments
8 年前
Evgenii Golubev
66d2b7d7
Remove GetShiftedNdotV() from IntegrateGGXAndDisneyFGD()
8 年前
Evgenii Golubev
0a562a91
Optimize the computation of 'NdotL' during importance sampling
8 年前
Evgenii Golubev
4e84f59a
Remove redundant operations
8 年前
Evgenii Golubev
08cf94d6
Fix anisotropic GGX (again)
8 年前
sebastienlagarde
291b4c6d
HDRenderPipeline: Fix-point-light-shadow
8 年前
Evgenii Golubev
649f076a
Fix perceptualRoughnessToMipmapLevel() and add comments
8 年前
Evgenii Golubev
847d26fc
Remove dead code
8 年前
Evgenii Golubev
e3de02f6
Clean up the sampling code
8 年前
Evgenii Golubev
b68675c5
Use more samples by default
8 年前
Evgenii Golubev
58c24700
Clamp the MIP map level to UNITY_SPECCUBE_LOD_STEPS
8 年前
Evgenii Golubev
96c60309
Orthonormalize TBN
8 年前
Evgenii Golubev
49f1ca22
Implement the correct approximated version of mipmapLevelToPerceptualRoughness()
8 年前
Evgenii Golubev
440e138a
Improve comments
8 年前
Evgenii Golubev
a55223d2
Implement an improved version of GetSpecularDominantDir()
8 年前
Evgenii Golubev
d04e32fb
Vary the importance sampling bias with roughness
8 年前
Evgenii Golubev
5e512acb
Improve the formulation of the dominant specular dir
8 年前
Evgenii Golubev
f361a6b3
Adjust the way the importance sampling bias is calculated
8 年前
Evgenii Golubev
057bd2b9
Save 1 cycle
8 年前
Evgenii Golubev
a18376f2
Clarify the comment
8 年前
sebastienlagarde
8c83bcf9
HDRenderPipeline: Add few comment
8 年前
GitHub
129ff6b6
Remove the MIP map level bias of 1
(omegaS / omegaP == 1) already results in the correct 'mipLevel' value of 0.
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
Evgenii Golubev
65c98c8d
Factor out the GGX filtering code
8 年前
Evgenii Golubev
5f09345a
Rename to 'iblGgxSamples' to 'ggxIblSamples'
For consistency.
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
e492618c
Refactor sampling methods
8 年前
Tim Cooper
c30d33b8
[Format]Reformat via format.pl to match the new conventions
8 年前
Antti Tapaninen
a2cdeb47
metal/ios: lower samplecount for mobile compute limitations, disable MIS since there is no read_write texture support
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
8f2a5a9f
Optimize MipmapLevelToPerceptualRoughness()
8 年前
Frédéric Vauchelles
7716558d
Use correct sampler for refraction, refactored PerceptualRoughnessToMipmapLevel
7 年前
GitHub
d522b968
Revert "Use LOAD_TEXTURE2D to get depth from depth pyramid, fixed roughness t…"
7 年前
Evgenii Golubev
6e73f4f4
Update the comment
7 年前
Evgenii Golubev
c2352249
Reformulate the cubemap IBL term
7 年前
Evgenii Golubev
cf57d1d5
Use the distribution of visible normals for runtime IBL prefiltering
7 年前
GitHub
aa0bbbbe
Merge pull request #488 from EvgeniiG/Unity-2017.3
Introduce an improved method of IBL prefiltering
7 年前
GitHub
34e03497
Merge pull request #498 from EvgeniiG/Unity-2017.3
Use the distribution of visible normals for runtime IBL prefiltering
7 年前
Evgenii Golubev
56171b1b
Fix the sample index
7 年前
Evgenii Golubev
4d7de4b0
Optimize IBL prefiltering
7 年前
Evgenii Golubev
8a072a13
Move the IBL code
7 年前
Evgenii Golubev
e056ffd3
Clean up GetPreLightData() and rename 'preLambdaV' to 'partLambdaV'
7 年前
GitHub
271f304d
Update ImageBasedLighting.hlsl
7 年前
Evgenii Golubev
836904e9
Merge branch 'new_aniso_hack' of https://github.com/EvgeniiG/ScriptableRenderLoop into new_aniso_hack
7 年前
Evgenii Golubev
d610a7cf
Implement multi-bounce GGX for direct lighting (no Fresnel yet)
7 年前
Evgenii Golubev
5447c95b
Clean up multi-bounce GGX code
7 年前
Evgenii Golubev
00426d96
Change the formulation of the FGD term
7 年前
Evgenii Golubev
7ddb7cdc
Switch to Emmanuel's version of MS energy compensation
7 年前
Evgenii Golubev
0559a949
Remove IntegrateGgxWithoutFresnel()
7 年前
Evgenii Golubev
59ae8046
Pass the correct parameter to DisneyDiffuseNoPI()
7 年前
Evgenii Golubev
531047c5
Improve the quality of the FDG texture
7 年前
Evgenii Golubev
9968e7e6
Improve the remapping of the FGD texture
7 年前
Evgenii Golubev
87e85612
Refactor math constant defines
7 年前
Evgenii Golubev
5ed87a9c
Optimize anisotropic GGX
7 年前
sebastienlagarde
33ecd2ca
ShaderLibrary: Move Sampling and sequence file into a Sampling folder (to clean a bit the directory)
7 年前
GitHub
83d3ba23
Add a comment
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
b2d2386b
Make the Shader Library less real
7 年前
Evgenii Golubev
2144782f
Fix more comments
7 年前
Sebastien Lagarde
09fc2fbf
HDRenderPipeline: update comment + remove unsued _DirShadowSplitSpheres
7 年前
sebastienlagarde
b9b30507
Merge remote-tracking branch 'refs/remotes/origin/master' into Convert-shaderLibrary-to-half-float-support
7 年前
Sebastien Lagarde
ef3442e8
HDRenderPipeline: move InfluenceFadeNormalWeight to shader library
7 年前
Felipe Lira
54aa83bf
Fixed more shader compiler errors due to changes in shader library.
7 年前
Felipe Lira
8e852764
IntegrateLD_MIS not supported on GLES2
7 年前
Evgenii Golubev
6f67ae21
Avoid explicitly using `roughness` in the IBL code
Doesn't seem to help as the compiler still caches roughness, but it's a start.
7 年前
Evgenii Golubev
19824028
Use ClampNdotV() everywhere except where vector addition/subtraction is involved
7 年前
Evgenii Golubev
8db6f218
Optimize SampleHemisphereCosine() to not require a tangent frame
7 年前
Sebastien Lagarde
4a161d5a
HDRenderPipeline: Sharing envlight code
7 年前
GitHub
3a0290a2
Merge pull request #1225 from EvgeniiG/master
Port global density volumes to the interpolation volume framework (+ misc improvements)
7 年前
Frédéric Vauchelles
091d5924
Use specific roughness remapping for texture2D convolution
7 年前
Sebastien Lagarde
d69fdafe
HDRP: Add support for multiple PreIntegratedFGD + updte hlsl debug number
6 年前
Sebastien Lagarde
629a7b7e
HDRP: Factor anisotropy code
6 年前
sebastienlagarde
26c608bb
Move files to screenspace lighting and move Reflection enum in it
6 年前
Anis Benyoub
cd8cac28
Rename cloth to Fabric
6 年前
Sebastien Lagarde
853fad6b
Update anisotrpy stretching
6 年前