Aleksandr Kirillov
92c885e2
Fixed LightweightStandardSimpleLighting shader to use target 2.0 and packed interpolators so that they would fit into SM2 limits (8x4).
Removed a redundant specularGloss assignment.
7 年前
sebastienlagarde
5da6f3f9
temp fix fo cluster decal
Disable mips on cluster decal to avoid warning
7 年前
sebastienlagarde
f891e002
Fix warning issue with ProceduralSky
7 年前
Robert Srinivasiah
bac17a2d
Remove comment after Morten schooled me
I was wrong about the possibility of the coarse list not being sorted. Both CullByExactEdgeTests and SphericalIntersectionTests preserve ordering in LDS (remove elements by compaction)
7 年前
sebastienlagarde
76abe74c
Revert modification of lightdefinition for envlight
This isn't necessary and need to be change before users start to do
modification
7 年前
Robert Srinivasiah
2b42cb90
Cleanup structured comments
I use comments to track where to fix places, time to go!
7 年前
Felipe Lira
eb62162a
Added SHADER_HINT_NICE_QUALITY. Viewdirection is normalized in vertex or frag depending on the quality hint.
7 年前
sebastienlagarde
60bed700
Fixed shadow fade out of punctual lights with max shadow distance.
7 年前
Robert Srinivasiah
c310dc18
Create common function for indexing into layered offset buffer
7 年前
Felipe Lira
8610635a
Changed shadowmap to use D16_UNORM format.
7 年前
GitHub
c97c8703
Merge pull request #1037 from Unity-Technologies/shadergraph-trunk-compatibility
Update ShaderGraph submodule to get trunk compatibility fixes
7 年前
Robert Srinivasiah
ed1a2f00
Use common LogBaseBuffer index generator
Shared between clustered light list gen and lookup
7 年前
Felipe Lira
4d2e62ba
Minor improvement.
7 年前
Peter Bay Bastian
d4278bbf
Update ShaderGraph submodule to get trunk compatibility fixes
7 年前
Robert Srinivasiah
31ec4175
Supposted stereo-ized clustered light list lookups
Use the same mechanisms from lightlistbuild-clustered to read from g_vLayeredOffsetsBuffer and g_logBaseBuffer
7 年前
Felipe Lira
b5f02e43
Fixed subtractive mode
7 年前
Felipe Lira
8a6de19e
Added Cascade Split UI
7 年前
GitHub
ca081be2
Merge pull request #1028 from Unity-Technologies/hdrp-xr-bigtile
XR support for HDRP Big Tile Pass
7 年前
Robert Srinivasiah
e606b3b4
Stereo-ize writes to output buffers + enable stereo!
g_LayeredOffset and g_logBaseBuffer are stereo eye index dependent, so generate the correct offsets/indices into the proper eye-dependent half of the buffer.
And finally, enable stereo-ized clustered light list generation!
The next piece of work is to enable stereo-ized light list reads in the light loop! Next branch/PR!
7 年前
sebastienlagarde
871ab51c
Miss one file
7 年前
Robert Srinivasiah
f80efab2
Sample from correct portion of g_depth_tex
g_depth_tex is a stereo texture, so we need to sample from the correct portion dependent on the eye index
With that, all reads are stereo-aware!
7 年前
sebastienlagarde
c810e7d7
Fix issue with shader resource of sky
- Move all Sky shader to RenderPipeline resources to avoid error when
creating template
- Fix naming inconsistency with sky: skyHDRI => hdriSky SkyProcedural =>
ProceduralSky
7 年前
Robert Srinivasiah
a8e4b376
Stereo-ize reads from g_vBigTileLightList
I needed to index into the correct half of the big tile light list, dependent on stereo eye index
7 年前
Robert Srinivasiah
cb02319a
Generate correct indices for g_vBoundsBuffer
The mins/maxs are separeted, so we need to generate correct index data.
7 年前
Robert Srinivasiah
4b9402f6
Use GenerateLightCullDataIndex to properly index bounds/volumes
Fetching raw light indices from the coarse list, and running them through GenerateLightCullDataIndex to get stereo eye dependent light culling data.
7 年前
Robert Srinivasiah
f953f444
Comment cleanup + steorize last function
The hard part (buffer index gen) is coming up!
7 年前
Robert Srinivasiah
06b914bd
Generate eye index, and start using to index proj matrices
The eye index is generated from the GroupID.z value, which will be doubled in stereo case.
7 年前
Robert Srinivasiah
ff6c3d3e
Pass in stereo projection matrices to clustered light list gen
Though we are still referencing the hard-coded index 0 of the pair
7 年前
Evgenii Golubev
e8f79895
Remove EvalShadow_SampleClosestDistance_Cascade()
7 年前
Evgenii Golubev
a2909c99
Fix the shadow index bug
7 年前
Evgenii Golubev
422e0f93
Optimize
7 年前
Evgenii Golubev
c1b1ac91
Properly disable mixed thickness mode for directional lights
7 年前
Evgenii Golubev
8b36e2c8
Remove fixed-mode transmittance evaluation from directional lights
7 年前
Evgenii Golubev
3e0ba18e
Use the full Disney formulation for transmission
7 年前
Evgenii Golubev
6f21cb07
Implement an approximation for mixed-mode transmission
7 年前
Jens Holm
adf3203d
Fix typo in resizeBorderFrame name
7 年前
Jens Holm
cfaa488d
Make serialized window layout serialize abosulte position properties
7 年前
Jens Holm
11eb245d
Add acess to master previews texture view and add default size for preveiw in uss
7 年前
Martin Thorzen
c4047df5
Fixed the enum control size, so it is now aligning properly in the UI
7 年前
Martin Thorzen
b0ebffa3
Started the work on adding path functionality to shaders.
7 年前
Jens Holm
6a079706
Add function in WinowDockingLayout to apply layout position or size
7 年前
GitHub
eae8c0fc
Merge pull request #293 from Unity-Technologies/vector-input-fields
Vector input fields and IMayRequirePosition
7 年前
Jens Holm
d411c659
Refactor resize side handels to use absolute position properties
7 年前
GitHub
0d17d3ed
Merge pull request #291 from Unity-Technologies/uss-for-channel-enum-mask-control
[FIX] # 288
7 年前
Martin Thorzen
cfd61180
New node settings. Moved the createsettingselement to the master node
7 年前
Martin Thorzen
abd8a058
Made IMayRequirePosition public
7 年前
GitHub
685fecd6
Merge pull request #286 from Unity-Technologies/trunk-compatibility
More trunk compatibility fixes
7 年前
Peter Bay Bastian
13a428be
More trunk compatibility fixes
7 年前
Martin Thorzen
57b10b82
[FIX] # 288 Updated the ChannelEnum and ChannelEnumMask controls to use their own uss files. This solves the 5pixels extra width on the nodes using them.
7 年前
Martin Thorzen
9720e0dc
Added input fields to the vector nodes
7 年前