Sebastien Lagarde
236dada1
HDRenderLoop: Plenty of stuff + Meta pass renaming + Depth pass
- Add EnvTemplate to generate various combinaison of cube texarray and
simple cube for evaluteBSDF_env
- Rename class/file
- Introduce concept of FragInput
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
e3c7667f
HDRenderLoop: Renmae PositionHS to PositionCS + another pass on shadow design
8 年前
Sebastien Lagarde
86a99676
HDRenderLoop: Fix compil error
8 年前
Sebastien Lagarde
e7a1bb1b
HDRenderLoop: Update to new texture abstraction everywhere
8 年前
Julien Ignace
48fc9b85
- Properly implemented GI meta pass for Unlit shader.
- Properly re-implemented Emission GI mode for Lit/Unlit/LayeredLit shaders.
8 年前
Sebastien Lagarde
40f9dda4
HDRenderLoop: Update for velociy buffer + several stuff/fix/refactor
-fix issue with spotAngle that have been change in the light component
- remove undesired unrachable code warning
- create a proper shader config system (previous one was nor working)
- Change concept of material gbuffer to also include lighting, remove
all lighting buffer macro, bakeDiffuseLighting now pass to encode to
gbuffer
- deferred material is now in charge of all material RT format, lighting
buffer included
- velocity buffer is independt of deferred material
- add first start of distortion
- update velocity buffer management + add velocity pass
-
8 年前
sebastienlagarde
ea867c72
HDRenderLoop: Remove Shaders folder and move all files at root + rename XXXDefault.shader to XXX.shader
8 年前
sebastienlagarde
996cc98f
HDRenderLoop: Move FragInput is now global to share code + reorganise debug attributes
8 年前
Paul Demeulenaere
4f7e51fb
Split LitUI and UnlitUI with base class to share behavior with the MaterialGraph
8 年前
Sebastien Lagarde
521b51c7
HDRenderLoop: Big refactor to preprate for depthOffsetVs
8 年前
sebastienlagarde
b890244e
HDRenderLoop: Rename the directory HDRenderLoop in HDRenderPipeline
8 年前
sebastienlagarde
6521b4be
HDRenderPipeline: More rename of UnityEditor.Experimental.ScriptableRenderLoop + minor stuff
8 年前
sebastienlagarde
589fe428
HDRenderPipeline: More work on tesselation
8 年前
Julien Ignace
47800dae
Fixed a number of issues on PS4
- Some shaders not compiled for PS4
- Shaders testing depth when no depth buffer were bound (which works fine on DX11)
8 年前
sebastienlagarde
886b32ec
HDRenderPipeline: update unlit shader
8 年前
sebastienlagarde
3b0e1c97
HDRenderPipeline: Large refactor of all the pass attribute and varying system
8 年前
sebastienlagarde
53b5f4b3
HDRenderPipeline: Fixing a lot of compiling issue, all is now compiling
8 年前
sebastienlagarde
e447e133
HDRenderPipeline: Fix tessellation issue with double sided
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
408e09aa
HDREnderLoop: Fix cluster lighting + rename base layer to main layer
- Cluster opaque is working but cluster transparent is not working
- Change name base layer to Main layer influence
- Clean some unused code
8 年前
sebastienlagarde
8a6b2cf1
HDRenderPipeline: Update unlit shader
8 年前
Evgenii Golubev
9fc5bc97
Fix typos
8 年前
Sebastien Lagarde
a1e0f1e9
Rename scriptableRenderLoop Folder to ScriptableRenderPipeline
- Rename all "loop" name to "pipeline" name for FPTL/Basic/HD
- Update all include in HDRenderPipeline to match C++ #include path that
is Asset/ScriptableRenderPipeline
Caution: This PR require the new C++ code
8 年前
sebastienlagarde
e13205b5
HDRenderPipeline: Change two sided options
Remove all variant of two sided, let double sided mirror for lit
material and double sisded for unlit
8 年前
Sebastien Lagarde
00cb67b6
HDRenderPipeline: Clean interface and update UnlitUI
8 年前
sebastienlagarde
ddd7d5d5
HDRenderPipeline: Change all include shader absolute path to relative path
8 年前
Tim Cooper
c30d33b8
[Format]Reformat via format.pl to match the new conventions
8 年前
sebastienlagarde
ed55ce8f
HDRenderPipeline: Clean debgu settings
- Merge debugViewMaterial with Lightingdebug mode into a DisplayDebug
(less pass)
- Clean debug code, remove useless file
8 年前
sebastienlagarde
79156ff3
HDRenderPipeline: Complete previous submit (github error)
8 年前
Evgenii Golubev
70499455
Switch to HDCamera matrices (WIP, shadows have not yet been fixed)
8 年前
sebastienlagarde
a311adc9
HDRenderPipeline: Remove LegacyLayered and Performancecheck of shaders code
8 年前
Evgenii Golubev
5570c647
Merge branch 'master'
8 年前
Evgenii Golubev
d8386bd4
Address the PR feedback
8 年前
sebastienlagarde
2016f575
HDRenderPipeline: Move ShaderConfig.cs.hlsl to ShaderVariables.hlsl
7 年前
Peter Bay Bastian
a1133cd9
Update #includes of ShaderLibrary to new path
7 年前
Julien Ignace
9e3a6300
Fixed directional shadow for transparent shaders by adding the right defines.
7 年前
sebastienlagarde
a40f87a0
Clean/update for distortion + add a transparent depth prepass
- Rename All ForwardDisplayDebug to ForwardDebugDisplay
- Clean/factor code for distortion and SetEnablePass
- Add support for a RenderTransparentDepthPrepass (can be use for hair)
- Distortion pass is now consider as always a separate pass (no MRT
during particles rendering)
7 年前
Julien Ignace
30bdceed
- Properly integrated fog for transparent Lit/Unlit materials.
- Added density parameter for exp fog
7 年前
Frédéric Vauchelles
88544dd5
Added distortion on ulit shader
7 年前
Frédéric Vauchelles
acca5c71
Use a multiply blend mode instead of stencil to control distortion
7 年前
Frédéric Vauchelles
9bf881d7
Write depth in distortion pass and ztest to discard pixel in front of distorted object
7 年前
Frédéric Vauchelles
5cf7b5ab
Added remapping for distortion blur
7 年前
Frédéric Vauchelles
c38d4aba
Use a distortion mask to discard pixels instead of depth
7 年前
Sebastien Lagarde
fc851786
Add proper configuration of unlit.shader to render with new depth test
7 年前
Sebastien Lagarde
6dd42b8c
Update forward only mechanism
Before we have ForwardOpaqueOnly and ForwardOpaqueDepthOnly and they
were required to be both present at the same time in sahder with regular
pass. Now pass are exclusive:
Guidelines: In deferred by default there is no opaque in forward.
However it is possible to force an opaque material to render in
forward
by using the pass "ForwardOnly". In this case the .shader should
not have "Forward" but only a "ForwardOnly" pass.
It must also have a
"DepthForwardOnly" and no "DepthOnly" pass as forward material (either
deferred or forward only rendering) have always a depth pass.
7 年前
Frédéric Vauchelles
722dee63
(wip) Prepass for transparent
7 年前
Frédéric Vauchelles
1e32285e
Renamed PreTransparent to PreRefraction
7 年前
Frédéric Vauchelles
8814a24e
Updated shaders with transparency properties
7 年前
Julien Ignace
1e8876bf
Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_FogAndProceduralSky
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs
# ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl
7 年前
Julien Ignace
4a214e97
- Fixed shader compilation errors on PS4
- Fixed auto-merge mistake
- Renamed blend mode to more artists friendly names and removed SoftAdd mode.
7 年前
sebastienlagarde
aa798d74
HDRenderPipeline: Remove useless _BLENDMODE_SOFT_ADD
7 年前
Sebastien Lagarde
cd755f87
Add _SURFACE_TYPE_TRANSPARENT keyword (so fog work with rough refraction)
7 年前
sebastienlagarde
36c0ec18
Add _BLENDMODE_ACCURATE_LIGHTING keyword - change _ENABLE_FOG to _ENABLE_TRANSPARENT_FOG
- rename _LinearFogOoRange as _LinearFogOneOverRange
- add _BLENDMODE_ACCURATE_LIGHTING keyword
- change _ENABLE_FOG to _ENABLE_TRANSPARENT_FOG
- update test scene
- fix issue with refractoinMask not correct by default- rename
_LinearFogOoRange as _LinearFogOneOverRange
- add _BLENDMODE_ACCURATE_LIGHTING keyword
- change _ENABLE_FOG to _ENABLE_TRANSPARENT_FOG
- update test scene
7 年前
sebastienlagarde
d33ee23f
more renaming
- Rename _EnableTransparentFog to _EnableFogOnTransparent
- Rename _BLENDMODE_ACCURATE_LIGHTING to
_BLENDMODE_PRESERVE_SPECULAR_LIGHTING
7 年前
Mikko Strandborg
a2a3c47b
Add vulkan to the list of only_renderers in all the shaders
7 年前
sebastienlagarde
31f51930
HDRenderPipeline: enabled depth test by default for distortion
7 年前
Julien Ignace
eb9b38db
Hack for GI to handle Alpha Test correctly: Filled the hard-coded property used by the GI system to resolve opacity with our own equivalent so that GI works correctly with alpha-test. Disabled for now for Unlit because of a name conflict.
7 年前
Julien Ignace
0bd39134
Renamed _ColorXXX properties in Unlit to _UnlitColor to avoid conflict with legacy Unity names which are required for Alpha test to work with GI.
7 年前
GitHub
06f28ec2
Merge pull request #538 from Unity-Technologies/Unity-2017.3
Unity 2017.3
7 年前
GitHub
3876705e
Merge pull request #540 from Unity-Technologies/Unity-2017.3
Unity 2017.3
7 年前
sebastienlagarde
11388041
HDRenderPipeline: Add tile/scale uv control to emissive color map
7 年前
GitHub
b6cf8abe
Merge pull request #549 from Unity-Technologies/Unity-2017.3
Unity 2017.3
7 年前
sebastienlagarde
bc549388
HDRenderPipeline: Update Metapass to do correct ifdef test
7 年前
Sebastien Lagarde
36f3cfd4
merge unity 2017.3
7 年前
GitHub
64affbce
Merge pull request #559 from Unity-Technologies/Unity-2017.3
Unity 2017 3
7 年前
GitHub
569840ef
Merge pull request #573 from Unity-Technologies/Unity-2017.3
Unity 2017.3
7 年前
Peter Bay Bastian
9dd5e5c5
Change shader include paths to take advantage of Core being an include path now
7 年前
Sebastien Lagarde
8e92ddef
HDRenderPipeline: Remove multiply blend mode
- Multiply make it easy to do mistake (inf, negative number, NaN) and
prevent optimization like half res rendering or offscreen compositing
7 年前
Antti Tapaninen
f53de9f7
unify only_renderers list, fix typos
7 年前
Peter Bay Bastian
b7db3ef9
Merge branch 'shader-include-paths-2'
7 年前
sebastienlagarde
0feb39a6
HDRenderPipeline: Add xboxone support
7 年前
sebastienlagarde
4b26e012
Move all core file to subfolder CoreRP + update shader include path to CoreRP/ShaderLibrary
7 年前
sebastienlagarde
d024e832
HDRenderPipeline: Fix issue with silouette selection
7 年前
Raymond Graham
e93f78ef
Bring over Instancing support to HDRP shaders.
7 年前
Thomas
6e7134b5
Added motion vector support to Unlit
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
61ca3c01
Replace all toggleOff by ToggleUI [2018.1.b4 feature]
7 年前
sebastienlagarde
10a938eb
Add support for transparent queue priority
7 年前
sebastienlagarde
2345a375
Rename transparentQueuePriority to transparentSortPriority
+ rename GeometryLast => OpaqueLast
7 年前
sebastienlagarde
3d4d194e
Debug display is now a multi compile option
7 年前
sebastienlagarde
8a1d7457
Forward pass now control its depth test. Optimization with clip and depth prepass is only for Lit/layeredLit shader
7 年前
sebastienlagarde
94301889
Move EnableMotionVectorForVertexAnimation to baseUnlit + remove motion vector from unlit.shader
7 年前
sebastienlagarde
c4fab16a
Update shadow parameter in UI
7 年前
sebastienlagarde
003ed8ce
Add pipeline subshader tags for HD
7 年前
sebastienlagarde
9630d754
Rename HDPipeline => HDRenderPipeline + Fix issue with decal.shader
7 年前
Felipe Lira
35cef52a
Fixed shader include paths
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
Sebastien Lagarde
2ca0621d
Add scene selection pass to HDRP
For lit, lit tessellation, unlit, layeredLit, LayereLitTessellation
7 年前
sebastienlagarde
55b91556
Replace EmissiveIntesnity by EmissveColor HDR
Remove all occurrence of EmissiveIntensity. Emissive color is now HDR (with HDR color picker). Data need to be updated
7 年前
sebastienlagarde
661eacb1
HDRP: Update default value of emissiveColor
7 年前
sebastienlagarde
56693471
Improve upgrade material system + Add versionning via HDRPProjectVersion.txt to project settings
7 年前
Sebastien Lagarde
dcbff94f
refactor shader variant per material + Add variant stripper for stacklit and selection
7 年前
sebastienlagarde
e06338d1
Add some comment
7 年前
Sebastien Lagarde
65ea94ef
Update the material upgrader system to be per material and not per project
6 年前