Julien Ignace
d4b9dd15
Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting.
7 年前
Julien Ignace
8c3d6702
Screen Space Shadows for directional light v0 (WIP)
7 年前
Evgenii Golubev
13210372
Use macros instead of directly referencing matrix variables
7 年前
Peter Bay Bastian
9dd5e5c5
Change shader include paths to take advantage of Core being an include path now
7 年前
Evgenii Golubev
0ed1b80b
Global rename
positionSS -> positionNDC
unPositionSS -> positionSS
unTileCoord -> tileCoord
ComputeScreenSpacePosition() -> ComputeNormalizedDeviceCoordinates()
7 年前
Julien Ignace
ec66382f
- Moved GGX Convolution related files to Material/GGXConvolution
- Fixed mistake caused by wrongly generated debug cs.hlsl files
7 年前
sebastienlagarde
4b26e012
Move all core file to subfolder CoreRP + update shader include path to CoreRP/ShaderLibrary
7 年前
Julien Ignace
6cf5f4d4
Manually re-applied and fixed screen space shadow code after big merge of master that moved every files.
7 年前
Julien Ignace
93c49e08
- Switched sample count to a uniform to be changed by users
- Cleaned UI
- Added a variation to disable contact shadows
7 年前
Julien Ignace
f7fb8e4a
Fixed ifdef
7 年前
uygar
c8556633
Changed shadow biasing. Biasing can now use normal and light vector information to avoid artifacts.
Added:
- normal+view biasing
- light view only biasing
- per sample biasing for wide PCF filters
- corner light leaking mitigation
- defines to control what type of biasing should be enabled
- a few new UI controls in the additionalshadowdata component
Removed previous biasing controls. They won't have any effect anymore.
7 年前
uygar
251d7683
Added using the normal in deferred directional shadow passes if available.
7 年前
sebastienlagarde
ad00b16a
Merged GetPositionInput and UpdatePositionInput into one set of GetPositionInput overloads.
7 年前
sebastienlagarde
2bae089c
Merge remote-tracking branch 'refs/remotes/origin/master' into shadows-biasing
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/DeferredDirectionalShadow.compute
7 年前
Julien Ignace
fa58b33b
Fixed some of the remaining problematic full screen passes (shadow and debug)
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
sebastienlagarde
046a77ef
Merge remote-tracking branch 'refs/remotes/origin/master' into shadows-biasing
7 年前
sebastienlagarde
b1b2e631
Merge remote-tracking branch 'refs/remotes/origin/master' into shadows-biasing
7 年前
uygar
34443229
Separated light and cascade data loading for directional lights.
Introduced clear rect rendering to avoid clearing the entire shadowmap.
7 年前
uygar
775d3f32
Optimized cascade selection code to reduce register usage.
Added additional texture size parameter to tent filters to avoid rcp calculations using up registers.
Removed unused scale parameter from directional light payloads.
7 年前
uygar
17e2992e
Inserted pragma to reduce register pressure.
7 年前
uygar
75a06b95
Added a combined contact shadows + normal biasing pass.
Replaced shadow specific cubemap face function. The shadow system is now going to use the one from common.hlsl.
Renamed nrml to normal.
Added a few comments.
7 年前
Julien Ignace
d4548639
Added #pragma_only_renderers to compute shaders.
7 年前
sebastienlagarde
88378544
Bring back dynamic branch for cluster/tile in forward to reduce the number of shader variant
- Bring back dynamic branch for cluster/tile in forward to reduce the
number of shader variant
7 年前
Evgenii Golubev
a3e9bdfc
Improve the support of orthographic rendering
6 年前
Kay Chang
53b01e3a
WIP adding Switch support.
6 年前
Kay Chang
c279dc9c
Re-added modified files for Switch without BOM.
6 年前
sebastienlagarde
89270e64
Rename _MainDepthTexture to _CameraDepthTexture (For builtin compatibility)
Old code require to use _CameraDepthTexture name, we have change it to
MainDepthTexture a while ago because of bug due to usage of
GetTemporaryRT, as we don't use GetTemporaryRT anymore we can now come
back to the original name
6 年前
sebastienlagarde
2dc510de
Fix deferredDirectional shadow + add line in changelog
6 年前
sebastienlagarde
713ecc63
missing file
6 年前
Tim Cooper
fafb59af
Run code formatter.
6 年前
Sebastien Lagarde
4d25d4a1
Add normal buffer to directional shadow and forwar
+ add poistion input to prototype of ConvertSurfaceDataToBSDFData
6 年前
Antoine Lelievre
6a0b7e6f
Added a kernel for contact shadows
6 年前
Antoine Lelievre
c86387b6
Contact shadows works with point light and spot lights (in addition to directional)
6 年前
Antoine Lelievre
a69f06e6
Removed useless kernel
6 年前
Antoine Lelievre
013fb07a
Better dominant light detection algorithm
6 年前
Antoine Lelievre
78777de4
Added somne descriptive comments
6 年前
sebastienlagarde
1b755a40
Add opacity parameter for contact shadow
6 年前
sebastienlagarde
4a415b0c
rename deferredShadow => screenspaceshadow + change to RG16
6 年前