sebastienlagarde
7a1f23a5
HDRenderLoop: Update reflection probe behavior (change agin)
- We still split influence and projecotin volume, but they must ahve the
same shape, and influence volume must be conatin by projection volume
- without UI for now this have no effect.
8 年前
sebastienlagarde
86a97da3
HDRenderLoop: Change ReflectionProbe behavior
- reflection probe are now split in two volume, one influence volume
(for culling and fading) and one projection volume (for cubemap
sampling). Mean we can have box porjection with spherical influecne.
- Refletion volume support both cube and sphere (would like to add
ellipse later)
- Change the behavior of blenddistance to inner blend distance instead
of outer blend distance as it is easy for the artists to use.
8 年前
sebastienlagarde
d21f40bb
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
mmikk
ec503282
get rid of deprecated version
get rid of deprecated version
8 年前
sebastienlagarde
fd4b1fe9
HDRenderLoop: Fix issue with box projection and local offset + add test scene
8 年前
sebastienlagarde
49aa2df9
HDRenderLoop: add test for reflection probe offset (doesn't work yet)
8 年前
sebastienlagarde
21454a21
HDRenderLoop: Fix OBB and sphere project for reflection probe, now working
8 年前
sebastienlagarde
fb24c2f6
HDRenderLoop: Remove Assets/ScriptableRenderLoop/ShaderLibrary from header path
8 年前
sebastienlagarde
1a1f4a3a
HDRenderLoop: Add area light precomputed table
8 年前
GitHub
ba628504
Merge pull request #4 from Unity-Technologies/AreaLight
Arealight
8 年前
sebastienlagarde
3234ad1e
HDRenderLoop: Add area light code (not working)
8 年前
sebastienlagarde
94bea850
Merge remote-tracking branch 'refs/remotes/origin/master' into AreaLight
8 年前
mmikk
b55fa843
added shader and script side for conventional forward
added shader and script side for conventional forward
8 年前
Sebastien Lagarde
caf80e26
HDRenderLoop: Add area light support, first draft
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
sebastienlagarde
73c7979a
Merge: missing file
8 年前
sebastienlagarde
ba4ec92e
Merge remote-tracking branch 'origin/master'
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoopInspector.cs
8 年前
vlad-andreev
3e91c5e0
code cleanup part deux
8 年前
vlad-andreev
ef44a1f3
[fptl] first pass at code cleanup and coding conventions compliance
8 年前
Tim Cooper
bae5428b
add formatting helper to repository
8 年前
sebastienlagarde
cc40fcbe
HDRenderloop: Add useForwardOnly option
8 年前
Aras Pranckevicius
48cd6d9a
API change: ComputeDispatch -> DispatchCompute
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
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
ba76c316
HDRenderLoop: Move a lot of files for better classification
8 年前
Sebastien Lagarde
698d1646
HDRenderLoop: Move GBuffer description to Lit.cs
- So a material can define easily what kind of GBuffer it use without
having to dig into HDRenderLoop code
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
Tim Cooper
151572ca
Quick fix for graphs not saving, needs more investigation.
8 年前
sebastienlagarde
510e127a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Peter Bay Bastian
f62171b8
LINQ-ified some stuff in AbstractGraphDataSource.UpdateData()
8 年前
GitHub
c081640f
Update readme
8 年前
sebastienlagarde
524694c1
HDRenderloop: very Minor update
8 年前
Peter Bay Bastian
a848031a
Added NodeModificationScope for the onNodeModifiedCallback
Currently it is not used anywhere and all the places making the
callbacks are passing ShaderRegeneration. Need to analyse which
properties actually causes ShaderRegeneration as well as actually use
this callback to regenerate shaders rather than checking against node
version.
8 年前
Aras Pranckevicius
f1c43935
Always do HDR in FPTL test, switch albedo buffers to LDR
8 年前
Peter Bay Bastian
54caa127
Fixed a bug causing nodes without previews to have zero width
8 年前
Aras Pranckevicius
f3056d0a
Update git ignores
8 年前
Peter Bay Bastian
85173f43
Added UI for Vector{2,3,4}
8 年前
Aras Pranckevicius
370ba5f9
Cleanup unnecessary files
8 年前
Peter Bay Bastian
88700be8
MaterialNodeDrawer no longer uses MarkDirtyHack for time-dependent nodes, instead only re-painting
8 年前
GitHub
5c1656e1
Added license
8 年前
Peter Bay Bastian
cdc2bd79
Extracted NodePreviewDrawer from MaterialNodeDrawer
8 年前
GitHub
ebad79a0
Added readme
8 年前
Peter Bay Bastian
4668408f
AbstractGraphDataSource now re-uses existing elements when adding/removing nodes&edges
8 年前
Aras Pranckevicius
3333b3d3
FPTL: fix decoding of emission buffer
8 年前
Peter Bay Bastian
972c4a70
Add MonoDeveloper userprefs file to gitignore
8 年前
Aras Pranckevicius
1a967df9
API changes update: renamed RendererConfiguration members
8 年前
Paul Demeulenaere
23844ccb
Fix reflexion for Handles.ApplyWireMaterial (there are two existing methode)
8 年前
Sebastien Lagarde
a71d48c9
HDRenderLoop: Fix a warning
8 年前
Peter Bay Bastian
68ec6c34
Typo in AbstractGraphDataSource.MapType(Type)
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