Sebastien Lagarde
882368f7
HDRenderLoop: Merge FTPL Build Light List part (tile, bigtile, cluster..)
- Only build light list, not light application for now
- untested, crash when big tile are enabled
8 年前
sebastienlagarde
91937fed
HDRenderLoop: Merge FPTL - start light application
- all broken for now
8 年前
sebastienlagarde
814ebce6
HDRenderLoop: Fix some warning in compute shaders
8 年前
sebastienlagarde
610894d8
HDRenderLoop: Fix issue with tile list index + Rename SFiniteLightData to LightShapeData
8 年前
Sebastien Lagarde
39e6194b
HDRenderLoop: few fix on cluster FPTL, still not work yet
8 年前
runes
6d7d07de
TilePass support for arealights
8 年前
runestubbe
517006da
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
runes
36e49e0d
Minor refactoring in HDRenderLoop: Renamed light types are now referred to as volumes and light models are now referred to as light categories
8 年前
Sebastien Lagarde
546401a2
HDRenderLoop: Version that compile and display something
8 年前
sebastienlagarde
48a18cb1
HDRenderPipeline: Fix shader warning + ligth limits
8 年前
mmikk
e8505d17
switch to structured across the board
switch to structured across the board
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
mmikk
caf9e0b1
get rid of some warnings (all false positives)
get rid of some warnings (all false positives)
8 年前
mmikk
f8fb534f
allow clustered tiled to use 16, 32 or 64 as its tile size
allow clustered tiled to use 16, 32 or 64 as its tile size. Fptl will
remain 16x16 due to its per pixel nature.
8 年前
sebastienlagarde
20a72b30
HDRenderPipeline: Change from 16x16 to 32x32 tile size for clustered
- Shader opaque compute doens't work
- Seems that if we disable clustered for forward, the fallback have some
conflict with tiling (not a use mode as the fallback is just a debug
mode but should not happen).
8 年前
Antti Tapaninen
48d64603
unify lightlistbuild compute kernels a bit + spaces to tabs
8 年前
Antti Tapaninen
5764f6b9
remove lightlistbuild compute shader warnings, unify few things between fptl/HD renderloop versions
8 年前
Antti Tapaninen
09c4949e
HLSLcc: fix out of bounds issues on Metal/iOS, HLSL bytecode being the root cause before Metal generated shaders
8 年前
sebastienlagarde
ddd7d5d5
HDRenderPipeline: Change all include shader absolute path to relative path
8 年前
Antti Tapaninen
ac01ea01
HLSLcc: fix out of bounds issues on Metal/iOS, HLSL bytecode being the root cause before Metal generated shaders
8 年前
Antti Tapaninen
5d1327b6
HLSLcc: change out of bounds fix to use iNrCoarseLights-1 instead
8 年前
Antti Tapaninen
9f45311a
fix out of bounds issue
8 年前
Evgenii Golubev
08262cdc
Implement ZERO_INITIALIZE_ARRAY()
8 年前
runes
c17ae966
fixed ps4 shader compilation errors
8 年前
Evgenii Golubev
abed39d7
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
mmikk
8fa3ec78
less warped cluster distribution for 100% sky tile
less warped cluster distribution for 100% sky tile
8 年前
sebastienlagarde
f946b09a
HDRenderPipeline.: Create RenderPipelineResources
RenderPipelineResources will keep a reference on all the compute shaders
and regualr shaders. It replace TilePassResources and we will remove all
Resources folder
8 年前
sebastienlagarde
d396f2b8
HDRenderPipeline: Update compute shader
8 年前
sebastienlagarde
0e6f3478
HDRenderPipeline: update shader generator and code to match C# static naming convention
8 年前
Julien Ignace
602c3afe
Fixed various over uniforms in Constant Buffers
7 年前
Evgenii Golubev
845d5061
Port Morten's orthographic FPTL changes to HDRP
7 年前
Peter Bay Bastian
a1133cd9
Update #includes of ShaderLibrary to new path
7 年前
mmikk
bd6c2940
minor clean up
minor clean up
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
87e85612
Refactor math constant defines
7 年前
GitHub
d6a58e9c
Merge pull request #594 from EvgeniiG/master
Reduce the number of dependent texture reads for SSS
7 年前
Julien Ignace
5a107310
Renamed TilePass to LightLoop
7 年前
sebastienlagarde
4b26e012
Move all core file to subfolder CoreRP + update shader include path to CoreRP/ShaderLibrary
7 年前
Paul Melamed
ffd9f57f
intermediate commit, decals pass info to gpu light culling
7 年前
Sebastien Lagarde
9f9a66d6
Fix issue with cluter shaders
7 年前
Evgenii Golubev
e6540dfa
Implement clustering of density volumes
7 年前
sebastienlagarde
8edea279
HDRenderPipeline: Fix various warning
7 年前
Paul Melamed
75b17fab
Merge branch 'master' into decals/clustered
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/Decal.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DecalUtilities.hlsl
7 年前
Evgenii Golubev
e768893e
Merge branch 'master'
7 年前
uygar
275279fa
Introduced new macros for flow control attributes.
7 年前
Paul Melamed
429be124
Merge branch 'master' into decals/clustered
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
7 年前
Robert Srinivasiah
5832d26b
Fix pre-existing comment typos
Shit happens
7 年前
Evgenii Golubev
3ad3c7d7
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline
7 年前
Robert Srinivasiah
6f2b52f2
Merge remote-tracking branch 'origin/master' into hdrp-xr-lighting
Manual fixup of some LightLoop stuff (stereo + decals living together in light cull data)
7 年前
Julien Ignace
d4548639
Added #pragma_only_renderers to compute shaders.
7 年前
Evgenii Golubev
0a2033df
Merge upstream/master
7 年前
Robert Srinivasiah
1a077742
Extensive notes about what and how to stereo-ize clustered light gen
Strictly comments, but this lays out the infrastructure needed to support stereo
Basically:
* Screen-space texture? Generate stereo corrected coordinates
* Light cull data (view dependent)? Generate stereo corrected indices
* BigTile lookup? Generate stereo corrected indices
* Screen-space light AABBs? Generate stereo corrected indices
* Using projection matrices? Stereo indexing
* Writing out layared offsets or backplane info? Stereo corrected
The only thing that really doesn't get stereo corrected is the clustered light list, as they are tightly allocated, completely independent of cluster location.
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
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
f953f444
Comment cleanup + steorize last function
The hard part (buffer index gen) is coming up!
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
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
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
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
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
Robert Srinivasiah
ed1a2f00
Use common LogBaseBuffer index generator
Shared between clustered light list gen and lookup
7 年前
Robert Srinivasiah
c310dc18
Create common function for indexing into layered offset buffer
7 年前
Robert Srinivasiah
2b42cb90
Cleanup structured comments
I use comments to track where to fix places, time to go!
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
Evgenii Golubev
dd8b51a8
Merge branch 'master'
7 年前
Felipe Lira
35cef52a
Fixed shader include paths
7 年前
Felipe Lira
e3f706be
Fix shader include case sensitiviness
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
Tim Cooper
fafb59af
Run code formatter.
7 年前
Frédéric Vauchelles
c2317504
Added support for oblique matrices in light loop culling
6 年前