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
Sebastien Lagarde
79cd240f
HDRenderLoop: Rename metalic to mettalic
8 年前
Sebastien Lagarde
00afee16
HDRenderLoop: Lot of stuffs - try to prepare for various lighting architecture
- Move and rename file
- Design for various lighting architecture
8 年前
Sebastien Lagarde
e3c7667f
HDRenderLoop: Renmae PositionHS to PositionCS + another pass on shadow design
8 年前
Sebastien Lagarde
d75972a9
HDRenderLoop: Add LightProbe + ProbeVolume support (not tested)
8 年前
Sebastien Lagarde
f1a08280
HDRenderLoop: Add more lightmap suport (need testing)
8 年前
Sebastien Lagarde
e7a1bb1b
HDRenderLoop: Update to new texture abstraction everywhere
8 年前
Sebastien Lagarde
c669ef0e
HDRenderLoop: Missing files...
8 年前
Sebastien Lagarde
35b919ab
HDRenderLoop: Minor addition for emissive
8 年前
Julien Ignace
b43fec12
Fixed global illumination setup and shader.
8 年前
sebastienlagarde
fc554180
HDRenderLoop: Rename TEXTURE2D_PASS to TEXTURE2D_PARAM
8 年前
Julien Ignace
19d5484e
Updated LayeredLit shader with new code.
8 年前
Julien Ignace
b27e925d
Fixed compilation errors for no-define version of the LayeredLit shader.
8 年前
Julien Ignace
dce07c5d
LayerLit layer mask is now rgb (layer0 is always 100%)
8 年前
Sebastien Lagarde
c03433e2
HDRenderLoop: Add velocity shader pass
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
Julien Ignace
28861e70
Prepared LayeredLit shader to allow switching mapping mode for each layer. Added planar mapping.
8 年前
Julien Ignace
705c2c66
Added proper support for Vertex Color in LayeredLit shader.
8 年前
sebastienlagarde
996cc98f
HDRenderLoop: Move FragInput is now global to share code + reorganise debug attributes
8 年前
Julien Ignace
2d47017c
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitData.hlsl
# Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitDebugPass.hlsl
8 年前
sebastienlagarde
2591b2be
HDRenderLoop: fix issue with HeightMap
8 年前
sebastienlagarde
afe68ecc
HDRenderLoop: Add detail map to lit shader
8 年前
Sebastien Lagarde
97a2db70
HDRenderLoop: Premultiply EmissiveIntensity and EmissiveColor + few renaming
8 年前
sebastienlagarde
f15e0c7c
HDREnderLoop: First draft of new layeredLit shader
8 年前
Sebastien Lagarde
87a19817
HDRenderLoop: Large refactor to add Triplanar and detail map on LayeredLit
8 年前
Sebastien Lagarde
cb8aa00b
HDRenderLoop: Finish cleaning LayeredLit (some bug left)
8 年前
sebastienlagarde
c75df233
HDRenderLoop: LayeredLit Remove BlendMaskMap variant
8 年前
Paul Demeulenaere
37270dfe
Move SampleBakedGI & CalculateVelocity to MaterialUtilities.hlsl (it allows sharing with MaterialGraph template shader)
8 年前
Sebastien Lagarde
521b51c7
HDRenderLoop: Big refactor to preprate for depthOffsetVs
8 年前
Sebastien Lagarde
d1bf008e
HDRenderLoop: Add distortion pass control + depth offset support
8 年前
sebastienlagarde
506d2826
HDRenderLoop: Add UV2 control
8 年前
Sebastien Lagarde
42aa5061
HDRenderLoop: Reduce the number of combinaison of layeredLit as it is not practical
8 年前
Sebastien Lagarde
d79f7fb8
HDRenderLoop: Some formatting
8 年前
Julien Ignace
95bd4bde
First version of layered shader height blending.
8 年前
Julien Ignace
31df85eb
LayeredLit: Vertex colors now act as a height offset when using height based blend.
8 年前
Julien Ignace
9613bb46
- Added the possibility for material layers to inherit from the base layer normal map.
- Changed the way normal are handled in Lit/LayeredLit shader so that we could properly implement the point above (namely, GetSurfaceData now returns the tangent space normal instead of world space directly, this allows to blend them correctly for layered shader).
8 年前
sebastienlagarde
0d8aeb13
HDRenderPipeline: Add support for normal and detail normal scale
8 年前
Julien Ignace
c5bf4cfb
Merge branch 'master' into LayeredLit
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitSurfaceData.hlsl
8 年前
GitHub
0e7babab
Update LitData.hlsl
8 年前
GitHub
730aa021
add comment
8 年前
GitHub
4c6fa573
Change blendNormal to BlendNormalRNM
8 年前
sebastienlagarde
ff5e75b4
HDRenderPipeline: First draft of tesselation (not compiling)
8 年前
Evgenii Golubev
1272e08c
Move orthonormalization into GetSurfaceAndBuiltinData()
8 年前
sebastienlagarde
dbf04c5b
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-tesselation
8 年前
sebastienlagarde
589fe428
HDRenderPipeline: More work on tesselation
8 年前
Julien Ignace
bdb225d7
Now vertex color is remapped between -1 and 1 and added to the mask map when using both at the same time for layered lit shader (instead of being multiplied)
8 年前
Julien Ignace
a083a47e
Fixed previous CL for height scale bias handling. Shader code is not the same as what is shown in the interface (was causing weird GUI behavior)
8 年前
sebastienlagarde
b60bd965
HDRenderPipeline: Fix various issue with tesselatoin + depth offset
8 年前
sebastienlagarde
14785f65
HDRenderPipeline: commit unworking code
8 年前
sebastienlagarde
a6377673
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-tesselation
8 年前
sebastienlagarde
ae5b9db5
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-tesselation
8 年前
Sebastien Lagarde
83594dd2
HDRenderPipeline: Big renaming Tesselation => Tessellation
8 年前
Sebastien Lagarde
1c86fa3a
HDRenderPipeline: Lot of change, still motion vector pass to fix
8 年前
sebastienlagarde
3b0e1c97
HDRenderPipeline: Large refactor of all the pass attribute and varying system
8 年前
sebastienlagarde
1e2647bc
HDRenderPipeline: DepthOffset fix
8 年前
sebastienlagarde
097f767c
HDRenderPipeline: Fix a lot of thing, tesselation work with lit shader but fail with layeredLit + planar and triplanr doesn't work
8 年前
sebastienlagarde
937ba3f0
HDRenderPipeline: Missing file for POM
8 年前
sebastienlagarde
b82ad07d
HDRenderPipeline: Push compiling code
8 年前
sebastienlagarde
69e1e4fa
HDRenderPipeline: Version that work but have a tiling bug. Push for julien
8 年前
Julien Ignace
4ce76493
Added V2 of height base blend + inherit from base layer albedo option.
8 年前
sebastienlagarde
613a80ee
HDRenderPipeline; Add Pom test level
8 年前
GitHub
272bdc72
Merge pull request #110 from Unity-Technologies/LayeredLit
Added V2 of height base blend + inherit from base layer albedo option.
8 年前
sebastienlagarde
50a39496
HDRenderPipeline: Batch of fix for tesselation shaders
8 年前
sebastienlagarde
4f0f829e
HDRenderPipeline: Update weight calculation for layering
8 年前
sebastienlagarde
66834685
HDRenderPipeline: Add Layered Displacement + fix issue with sky + some clean
- HDRI reflection is flipped, but HDRI and procedural sky are flipped
each other. For now fix the HDRI sky and we will fix procedural sky
after
8 年前
sebastienlagarde
810afcf1
HDRenderPipeline: Update layered material
8 年前
sebastienlagarde
24f0a144
HDRenderPipeline: Move Density/opacity of Layered material in standard mode
8 年前
sebastienlagarde
e0d3ad66
HDRenderPipeline: Quix fix about HeightBlend mode v2 for layered material
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
a9389efe
HDRenderPipelin: Add tiling paramater for layered (missing file)
8 年前
sebastienlagarde
ffb6c390
HDRenderPipeline: Update layered material based on artists feedback
8 年前
sebastienlagarde
55b83cf2
HDRenderPipeline: Second update for artists - layered shader
8 年前
Sebastien Lagarde
40d99a5f
HDRenderPipeline: Fix few issue with layered shaders
8 年前
sebastienlagarde
cc4b8c9f
HDRenderPipeline: Small tweak for artists on layered material
8 年前
sebastienlagarde
b309c8cb
HDRendePipeline: Layered Material tweak again
8 年前
sebastienlagarde
aaaa267f
HDRenderPipeline: Another fix for layered shaders
8 年前
sebastienlagarde
4b4a4435
HDRenderPipeline: Add horizon based specular occlusion
8 年前
sebastienlagarde
091558f9
HDRenderPipeline: Create branch
8 年前
Evgenii Golubev
8e286ad5
Enable subsurface radius and thickness parameters
8 年前
sebastienlagarde
f3984098
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-POM-+-Heightmap-behavior
8 年前
sebastienlagarde
b7ce99a8
HDRenderPipeline: Push draft not compling
8 年前
Sebastien Lagarde
0e8d4904
HDRenderPipeline: Push another no working draft
8 年前
Sebastien Lagarde
c4c5cfb5
HDRenderPipeline: Third draft not working
8 年前
Sebastien Lagarde
70821b88
HDRenderPipeline: First compiling version
8 年前
Sebastien Lagarde
3ae51c0e
HDRenderPipeline: Refactor UI for subsurface
8 年前
Sebastien Lagarde
aa453c68
HDRenderPipeline: Fix several problem - POM working with layered and lit planar
8 年前
sebastienlagarde
d03f107b
HDRenderPipeline: Clean and merge planar/UVSet0 POM
8 年前
sebastienlagarde
ec665821
HDRenderPipeline: Fix issue with last commit
8 年前
sebastienlagarde
096f6f33
HDRenderPipeline: Add BlendMask tiling support
8 年前
sebastienlagarde
79986910
HDRednerPipeline: separate uvmapping for blend mask
8 年前
sebastienlagarde
f3b40a2b
HDRenderPipeline: Add support for object scale affecting tiling for layered material
8 年前
sebastienlagarde
77de29eb
HDRenderPipeline: Disable tile scale when using influence mode
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
Sebastien Lagarde
ab900a3a
HDRenderPipeline: Allow different keyword by layers
- Add keywork normal, specularocclusion, detailmap, mask to layered
shader
- Remove smoothness in alpha option
- Remove code related to detail heightmap
- Remove the restriction on GUI of layered lit layer 1, 2, 3 matching
layer 0
8 年前
Sebastien Lagarde
cc2fcd8e
HDRenderPipeline: Move calculation of CreateTangentToWorld to pixel shader
8 年前
Sebastien Lagarde
68f6880e
HDRenderPipeline: Cleanup GUI for lit and layered lit material
- reorganize attributes
- remove inputs options
- Add SkyBox/Cubemap to the project
8 年前
Sebastien Lagarde
3d98a86c
HDRenderPipeline: Try to connect depth offset
8 年前
sebastienlagarde
261596b6
HDRenderPipeline: Update layered material to share sampler correctly
8 年前
sebastienlagarde
39e6d184
HDRenderPipeline: Fix PS4 compiler issue due to macro with multiple ##
8 年前
Sebastien Lagarde
4d17bef2
HDRenderPipeline: Draft about surface gradient code
8 年前
Sebastien Lagarde
7e59ca9a
HDRenderPipeline: Fix compil + fix double sided in regular case
8 年前
Sebastien Lagarde
14dc6caa
HDRenderPipeline: Replace tangentToWorld by the correct term worldToTangent
8 年前
Sebastien Lagarde
f1b63cc8
HDRenderPipeline: Some rename and cleanup + add few surface gradient define case
Apply WorldToTangent name even with surface gradient
8 年前
Sebastien Lagarde
01072951
HDRenderPipeline: Another pass on adding surface gradient code
- miss the init of vT1/Vb1 etc...
8 年前
Sebastien Lagarde
0365d4e5
HDRenderPipeline: Change LayerUV to UVMapping + add keyword MAPPING_PLANAR
- added _LAYER_MAPPING_PLANAR0 keyword
- Planar mapping is now a shader feature
- Move all SampleLayer to to ShaderLibrary and rename LayerUV to
UVMapping
- Create an enum UVMappingType instead of using isPlanar / is Triplanar
- Move double/mirror sided function to materialUtilities
- Update a lot of materials in test scene
8 年前
Sebastien Lagarde
59b48449
HDRenderPipeline: Missing two change
8 年前
Sebastien Lagarde
3aa763f2
HDRenderPipeline: Make last surface gradient change - code ready to test
- Update generation of tangent basis for surface gradient, next step,
test the code
- Update GI test scene material
8 年前
Sebastien Lagarde
a3352be4
HDRenderLoop: Fix compile with Surface Gradient
- The looks seems not correct
8 年前
Sebastien Lagarde
d252ad49
HDRenderPipeline: Fix issue with SurfaceGradient + update flip/mirror normal
8 年前
Evgenii Golubev
75437908
Merge branch 'Depth-offset' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Sebastien Lagarde
3f8a200e
HDRenderPipeline: Fix planar and triplanar + triplanar POM
8 年前
Evgenii Golubev
aee19128
Remove 'positionCS' from 'PositionInputs'
8 年前
Evgenii Golubev
b7cf77a8
Reduce the scale and add a comment
8 年前
Evgenii Golubev
ae05ac6e
Add a height scaling factor for POM
8 年前
Evgenii Golubev
4dcd086c
Fix depth values produced by POM
8 年前
Evgenii Golubev
9470df9a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Evgenii Golubev
ef8b38a6
Move the POM height fix into ParallaxOcclusionMapping()
8 年前
Evgenii Golubev
7e5f4994
Compute the height for the triplanar POM
8 年前
Evgenii Golubev
841bef3d
Adopt the convention that the 'depthOffsetVS' is always positive
8 年前
sebastienlagarde
50485164
HDRenderPipeline: Add tessellation tile scale
8 年前
Evgenii Golubev
185e4373
Fix view-space depth for POM (again)
8 年前
Evgenii Golubev
ea306870
Fix the raw depth from the depth offset
8 年前
Evgenii Golubev
f6fefa69
Add view dependency to computed linear depth values
8 年前
Evgenii Golubev
52d4f035
Simplify the preprocessed code
8 年前
Evgenii Golubev
e72d74a0
Fix POM tiling issues (height, shadows)
8 年前
Evgenii Golubev
a1b91c7a
Fix the compile issue of the layered shader
8 年前
Evgenii Golubev
894d0fa7
Remove the arbitrary 'maxDisplacement' scale
8 年前
sebastienlagarde
d0464b47
HDRenderPipeline: Fix bug with compo mask in layered material
8 年前
Julien Ignace
33f05db9
Updated base color inheritance to avoid getting negative values.
8 年前
sebastienlagarde
4f43da2d
HDRenderPipeline: Add LOD cross fade (need C++ update)
8 年前
Evgenii Golubev
e5611f42
Fix the view-dependent depth offset issue
8 年前
Tim Cooper
c30d33b8
[Format]Reformat via format.pl to match the new conventions
8 年前
sebastienlagarde
7cfffb72
HDRenderPipeline: Clear coat model, expose specualr color model
8 年前
Evgenii Golubev
2da00de6
Set the ID of the SSS material to 0 and of the standard material to 1
8 年前
Evgenii Golubev
04fd3af5
Use 16 profiles and vtx-NoV weighted thickness
8 年前
Evgenii Golubev
7282b3a1
Don't use thickness along the view dir for thin objects
8 年前
Evgenii Golubev
98e7d6de
Add a small thickness bias
8 年前
Evgenii Golubev
2a641adb
Address the remaining PR feedback
https://github.com/Unity-Technologies/ScriptableRenderLoop/pull/277
8 年前
sebastienlagarde
5ea9464b
HDRenderPipeline: split normalOS property
8 年前
GitHub
836d2674
Merge pull request #277 from EvgeniiG/master
Implement the initial version of Disney SSS
8 年前
Evgenii Golubev
2e3478e3
Fix PS4 compile issues with BFE
8 年前
Evgenii Golubev
01f7c4f9
Revert back to wrapped diffuse for the transmission angular dependency
8 年前
mmikk
9719dcc6
just fix some comments in our normal mapping stuff
just fix some comments in our normal mapping stuff
8 年前
sebastienlagarde
84f872d3
HDRednerPipeline: Add some comment for surface gradient and normalize tangentWS now
8 年前
sebastienlagarde
0e090e9d
HDRenderPipeline: Fix normalization of normal map with SurfaceGradient/POM
8 年前
sebastienlagarde
525f10dd
HDrenderPipeline: Add transmissoin on GI
8 年前
sebastienlagarde
3874d043
forget to apply transittance
8 年前
Evgenii Golubev
d4c3224f
Slightly tweak the LOD pattern to ensure the geometry is always visible
7 年前
Evgenii Golubev
e4e4bd7a
Implement a higher quality uniform noise function
7 年前
Julien Ignace
7d46e579
"Simple" LayeredLit WIP
7 年前
Julien Ignace
f63d11a1
Removed baseColor influence threshold and minimum opacity parameters
7 年前
Julien Ignace
057a142d
New more "regular" version of height based blend.
7 年前
Julien Ignace
62abd97f
Added a separate map for influence mask.
7 年前
sebastienlagarde
cb91c226
HDRenderPipeline: Fix issue with POM and layered shader
7 年前
sebastienlagarde
e2c021c4
Add clear coat material in Lit + few cleanup
7 年前
sebastienlagarde
90dcb63d
HDRenderPipeline: Update test scene with clear coat test
7 年前
Julien Ignace
39c4d3b5
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RenameLayeredShader
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs
7 年前
Peter Bay Bastian
a1133cd9
Update #includes of ShaderLibrary to new path
7 年前
Peter Bay Bastian
e621aacf
Convert absolute paths to relative paths in shader includes
7 年前
sebastienlagarde
eacc4ecd
HDRenderPipeline: Update some comment in UI and code
7 年前
sebastienlagarde
c1c97c18
push draft
7 年前
Julien Ignace
26608503
- "Opacity As Density" mode is now a checkbox
- Fixed Density mode when using Height based blend.
7 年前
Julien Ignace
27e00b17
Fixed a bug where main layer influence would show up even if the main layer blend mask was zero.
7 年前
Julien Ignace
ba7a39b0
Normal map influence now lerps to the tangent space vertex normal instead of lower mip of the normal map. Less artifacts and probably better performance.
7 年前
Julien Ignace
2d461ae1
Removed DetailMask and Emissive Mode.
- Detail mask is now always in the blue channel of the mask map
- Emissive is now EmissiveMap * EmissiveColor * lerp(1.0, Albedo, albedoAffectEmissive) with EmissiveMap being optional.
7 年前
Sebastien Lagarde
f8e4f5df
Merge remote-tracking branch 'refs/remotes/origin/master' into bent-normal-and-specular-occlusion
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
7 年前
Julien Ignace
d2441929
Unlocked UV sets for Layer0 and BlendMask for layered shader.
7 年前
Sebastien Lagarde
beedb90d
Add support for bent normal on lit and layered shader
Remove horizon fade as it is useless and produce artifact
7 年前
Sebastien Lagarde
22b1a958
Merge remote-tracking branch 'refs/remotes/origin/master' into bent-normal-and-specular-occlusion
7 年前
Sebastien Lagarde
23bcdad7
add support of basic specular occlusion (intersection of cone)
7 年前
sebastienlagarde
dffeb424
Small fix for extreme value
7 年前
Julien Ignace
35694075
Fix shader compilation issue on PS4
7 年前
Julien Ignace
60566108
Properly implemented Depth pre-pass in HDRP for Alpha tested geometry (do pre-pass with clip in the shader and then main pass without to avoid bypassing HiZ on GCN hardware)
7 年前
sebastienlagarde
cd77b9ac
HDRenderPipeline: Fix an issue with tessellation when in heightmap min > max
- min can be > max when baking a high poly mesh on a bigger low poly
mesh, in this case the culling must not fail
7 年前
sebastienlagarde
86cbf617
HDRenderPipeline: Prevent a divide by 0 with Influence mode on LayeredLit.shader
7 年前
sebastienlagarde
55a34e3a
HDRenderPipeline: Fix Copy/paste failure.... with fix on tessellation
7 年前
Julien Ignace
61fc8ab8
Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_DepthPrepass
7 年前
sebastienlagarde
938357d4
HDRenderPipeline: Avoid divide by zero in shader + fix typo
7 年前
sebastienlagarde
771c8d04
Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Unity-2017.3
7 年前
sebastienlagarde
b9915628
HDRenderPipeline: First draft of support of vertex displacement
7 年前
Julien Ignace
b19067dd
Fixed normal influence when using gradient mapping.
7 年前
sebastienlagarde
54f30000
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-support-of-vertex-displacement
7 年前
sebastienlagarde
5d0125b2
HDRenderPipeline: Rename diplacement to vertex displacement and add a per pixel dispalcement scale (not done)
- And expose debug display properties
7 年前
sebastienlagarde
f4828c10
HDRenderPipeline: Test Per Pixel scale lock
7 年前
Evgenii Golubev
334ddc48
Fix POM with object scale
7 年前
sebastienlagarde
b8834451
HDRenderPipeline: Rename objectScale to invObjectScale
7 年前
Evgenii Golubev
84d9b5a3
Fix POM using the primitive size
7 年前
Evgenii Golubev
381a7ef3
Bugfix tiling/object scale on/off
7 年前
Frédéric Vauchelles
90b2eb1e
Added refraction, roughness refraction and transparency absorption
7 年前
sebastienlagarde
5e3b6e01
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-Per-Pixel-scale
7 年前
sebastienlagarde
6174ec1c
Define correct behavior for tessellatoin and planar mapping displacement
7 年前
Evgenii Golubev
0f32a291
Make POM match tessellation in the case of planar mapping
7 年前
Evgenii Golubev
adaaa4fa
Factor out GetInverseObjectScale()
7 年前
Evgenii Golubev
a38309ba
Factor out GetInverseTilingScale()
7 年前
Evgenii Golubev
cfb66a7d
Remove 'ppdEnable'
7 年前
Evgenii Golubev
9ad7a06f
Optimize ApplyPerPixelDisplacement()
7 年前
Evgenii Golubev
6610eebb
Precompute '_InvPrimScale' and '_InvTilingScale'
7 年前
Evgenii Golubev
e54f754a
Implement FastACosPos()
7 年前
Evgenii Golubev
090ef5ee
Fix triplanar POM (without the depth offset)
7 年前
Evgenii Golubev
9fe5367d
Support depth offset with the triplanar POM
7 年前
Evgenii Golubev
56145e02
Optimize triplanar POM with branches and abs()
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
Evgenii Golubev
ea93b8f4
Merge branch 'Add-Per-Pixel-scale' of https://github.com/Unity-Technologies/ScriptableRenderLoop
7 年前
Evgenii Golubev
4b498c82
Initial implementation of stochastic alpha test using TAA
7 年前
sebastienlagarde
cb146691
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-Per-Pixel-scale
7 年前
sebastienlagarde
551e98f0
Refactor the UI to have vertex, pixel and tessellation displacement
- This commit will break the data that use displacement
7 年前
sebastienlagarde
4c55d7e9
Merge pixel and vertex locak object scale, they are identical and the feature are mutually exclusive
7 年前
Sebastien Lagarde
30675a6f
HDRenderPipeline: LayeredLit - Remove layerTilingBlendMask parameter and replace it by propoer scale/bias attribute
- Remove layerTilingBlendMask parameter and replace it by propoer
scale/bias attribute from LayerBlendMask texture
- This also fix an issue with wrong tiling apply from layer0 on blend
mask
- Artists will require to report the ex-value of layerTilingBlendMask
to the new scale/bias, this must be done manually
7 年前
sebastienlagarde
01855213
Small comment and reformat
7 年前
Sebastien Lagarde
e4bc3f52
HDRenderPipeline: LayeredLit - Update ComputePerVertexDisplacement()
- ComputePerVertexDisplacement now do the influence heightmap weight
before the ApplyHeightBlend which is more correct
7 年前
sebastienlagarde
af8794d4
Remove object scale from attribute/interpolator of tessellation
7 年前
Evgenii Golubev
18b135d5
Improve the precision of the tangent vector stored within the G-buffer
7 年前
sebastienlagarde
1ba9429f
Minor optimizatoin, precompute inverse TexWorldScale
7 年前
sebastienlagarde
2bfcb077
Push draft of layered lit work
7 年前
sebastienlagarde
956f0a26
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-Per-Pixel-scale
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
7 年前
Sebastien Lagarde
f7913771
ComputePerVertexDisplacement now return a float3
- update GetDisplacementInverseObjectScale name to
GetDisplacementObjectScale
- make change so ComputePerVertexDisplacement return a float3
7 年前
Sebastien Lagarde
77bd4a4c
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-Per-Pixel-Scale-Seb
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
7 年前
Sebastien Lagarde
f71d11d3
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-Per-Pixel-Scale-Seb
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
7 年前
Sebastien Lagarde
01ffdfce
Test if there is a main heightmap before apply heightmap influence of layer 0
7 年前
Sebastien Lagarde
10a115ec
Clean code. Remove now unused hack (as applyHeight formula have change)
7 年前
Sebastien Lagarde
746126c6
define LAYERS_HEIGHTMAP_ENABLE - allow compiler to optimize more
7 年前
Sebastien Lagarde
02cabcb8
First draft of POM with layering - work on simple case - no influence mode
7 年前
sebastienlagarde
b466af28
Merge remote-tracking branch 'refs/remotes/origin/Add-Per-Pixel-scale' into Add-Per-Pixel-Scale-Seb
7 年前
Sebastien Lagarde
1b01b294
unify applyHeight call
7 年前
sebastienlagarde
d40f1b67
Fix compil error
7 年前
sebastienlagarde
3ccbb95a
Merge remote-tracking branch 'refs/remotes/origin/Add-Per-Pixel-scale' into Add-Per-Pixel-Scale-Seb-Pixel-displacement
7 年前
Sebastien Lagarde
3fec7c83
Update of the UI
Make it more clear that influence mask depends on mapping of UV0
7 年前
Sebastien Lagarde
8208d510
Sample influence map with mapping of main layer
7 年前
sebastienlagarde
7357d706
- Roolback to applyPerPixelDisplacement in litData + Add keyword _INFLUENCEMASK_MAP
7 年前
sebastienlagarde
970fb50d
test
7 年前
Sebastien Lagarde
1007f823
Working individual layer
7 年前
Sebastien Lagarde
b57d314c
first working version (don't work with tiling / scaling) but work with planar/UV0
7 年前
sebastienlagarde
8866a519
Remove maxHeight from the POM code, not needed
7 年前
sebastienlagarde
2fe0e0bf
Add toggle to lock UV tiling/offset of details to base
7 年前
Frédéric Vauchelles
acca5c71
Use a multiply blend mode instead of stencil to control distortion
7 年前
Frédéric Vauchelles
5cf7b5ab
Added remapping for distortion blur
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
Sebastien Lagarde
bd84a419
Correct wrong define used in test + fix issue with transparent keyword not reset
7 年前
sebastienlagarde
e2c140f5
HDRenderPipeline: Fix issue with influence Mask not setup to the correct value
7 年前
Frédéric Vauchelles
c755942b
Fixed Lit/Distortion debug
7 年前
Frédéric Vauchelles
8814a24e
Updated shaders with transparency properties
7 年前
sebastienlagarde
522098e8
Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into Unity-2017.3
7 年前
Sebastien Lagarde
cd755f87
Add _SURFACE_TYPE_TRANSPARENT keyword (so fog work with rough refraction)
7 年前
Sebastien Lagarde
e435361c
HDRenderPipeline: Add support of SSS to LayeredLit
7 年前
Julien Ignace
7b039c34
Hardcoded vertex color alpha values for layered shader vertex blend mask when using wind so that main layer is visible without affecting wind behavior for the object.
7 年前
GitHub
0b8dfa09
Update LitData.hlsl
7 年前
Frédéric Vauchelles
977bf6d0
Refactored refraction mask as opacity mask
7 年前
Frédéric Vauchelles
b1d90f15
Renamed opacity mask to transmittance mask
7 年前
GitHub
10eb1d97
Update LitData.hlsl
7 年前
sebastienlagarde
9e42a42c
HDRenderPipeline: Add basic specular occlusoin support from Ambient occlusion map
7 年前
Paul Melamed
46c0667a
Blend decal normals in tangent space
7 年前
Paul Melamed
a5eb21ff
cleaned up decal shader, added custom UI for decal shader
7 年前
Paul Melamed
d9d7b2cb
refactor to address all comments by Sebastien in slack conversation.
7 年前
sebastienlagarde
4287ed02
HDRenderPipeline: Split Lit and LayeredLit data file in several part to make it more readable
7 年前
sebastienlagarde
11388041
HDRenderPipeline: Add tile/scale uv control to emissive color map
7 年前
Evgenii Golubev
703152bd
Replace GetViewShiftedNormal() with GetViewReflectedNormal()
7 年前
sebastienlagarde
960faf23
HDRenderPipeline: Change distortion map to be 0..1 (to support LDR format)
7 年前
Sebastien Lagarde
36f3cfd4
merge unity 2017.3
7 年前
Sebastien Lagarde
69f19bc0
HDRenderPipeline: Add support of shadow mask (Disabled in 2017.3) - require C++ change
- Create clearColorAllBlack to have color with alpha channel with 0 for
clear.
- Add shadowmask and occlusion probe sampling functions
- Add various debug feature for shadow mask
- Refactor GBuffer manager
- Add SHADOWS_SHADOWMASK keyword to our various lit and debug shader
- In deferred, SHADOWS_SHADOWMASK add an extra GBuffer
- Create a BakeLightingData that contain bakeDiffuseLighting +
bakeShadowMask
- Update all lightLoop call with this new BakeLightingData struct, pass
it to EvaluateBSDF_XXX function
- Move #pragma multi_compile from .shader to pass that require it
(unsure if this save variant)
7 年前
Evgenii Golubev
6e30e2d6
Merge branch 'Unity-2017.3'
7 年前
sebastienlagarde
f9690423
HDRenderPipeline: Update UI for AO (Remap), Distortion (ScaleBias) and UnlitColor (UVs mapping)
7 年前
Paul Melamed
d31d3ab4
Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderLoop into prototype/decals
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
7 年前
Evgenii Golubev
9caf6678
Rename Sqr() to Sq(): SQ = SQuare. SQRT = SQuareRooT
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
816893ee
Remove a magic number
7 年前
Peter Bay Bastian
85e38a3c
Merge branch 'master' into shader-include-paths-2
7 年前
Evgenii Golubev
0ed1b80b
Global rename
positionSS -> positionNDC
unPositionSS -> positionSS
unTileCoord -> tileCoord
ComputeScreenSpacePosition() -> ComputeNormalizedDeviceCoordinates()
7 年前
Paul Melamed
68425c93
Merge branch 'master' into prototype/decals
# Conflicts:
# SampleScenes/HDTest/GraphicTest/RealtimeCubemaps.meta
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDStringConstants.cs
# ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
7 年前
Paul Melamed
dd2f4c60
Decals work with master and trunk
7 年前
sebastienlagarde
2f16949c
HDRenderPipeline decals: Addressed PR feedback
7 年前
sebastienlagarde
33ecd2ca
ShaderLibrary: Move Sampling and sequence file into a Sampling folder (to clean a bit the directory)
7 年前
sebastienlagarde
4b26e012
Move all core file to subfolder CoreRP + update shader include path to CoreRP/ShaderLibrary
7 年前
lyndon homewood
595016ea
Moved MipMap Debug rendering to its own mode.
Improved the visualisation of mip ratio to handle mip reduction.
Improved the mip level count visualisation now mip streaming shown more clearly in other mip debug mode
Moved common shader functions to HLSL file
7 年前
lyndon homewood
9b9d85af
Tidied up mip map debugging in shaders based on PR feedback
7 年前
Sebastien Lagarde
c3a7633d
Rename SubsurfaceProfile to DiffusionProfile and SubsurfaceRadius to SubsurfaceMask
7 年前
sebastienlagarde
a40f534c
Correct based on various feedback
7 年前
sebastienlagarde
97898a85
Move everything to bitfield
7 年前
Evgenii Golubev
6cda90aa
Rename HasMaterialFeatureFlag() to HasFeatureFlag()
7 年前
Sebastien Lagarde
f97342c5
Merge remote-tracking branch 'refs/remotes/origin/master' into feature/mip-debug
7 年前
lyndon homewood
ef4b0aa9
Merge branch 'feature/mip-debug' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into feature/mip-debug
7 年前
sebastienlagarde
0f3d885b
file format problem fix
7 年前
Raymond Graham
d1c64b56
Merge branch 'master' into gpuInstancingSupport
7 年前
Evgenii Golubev
77f9f167
Merge branch 'master'
7 年前
sebastienlagarde
313ca6c5
Emissive color: add support for uv mapping selection
7 年前
sebastienlagarde
4bae05ba
Merge remote-tracking branch 'refs/remotes/origin/master' into gpuInstancingSupport
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitData.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitData.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitProperties.hlsl
7 年前
sebastienlagarde
02e0282c
Add default decal material + add support dbuffer on lit material
Add DefaultDecalMaterial assign automatically when creating a decal
Add option to disable receiving of decal on materials
7 年前
sebastienlagarde
0b8efbbc
Add support of UV1 to UV3 set on base color
Note that if users select > UV1 this will have a perf impact as due to
surface gradient calculation
7 年前
Paul Melamed
8668ed75
decals working on transparency
7 年前
Sebastien Lagarde
7c47762c
Remove GetViewReflectedNormal that is incorrect
7 年前
Sebastien Lagarde
e2c88f24
update code
7 年前
sebastienlagarde
b2319266
Update saturate(NdotV) to ClampNdotV
7 年前
sebastienlagarde
5e5e46c8
Merge remote-tracking branch 'refs/remotes/origin/master' into support-iridescence
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
a3e9bdfc
Improve the support of orthographic rendering
7 年前
Sebastien Lagarde
7fa77a07
Fix up layered lit materials with a subsurface mask map
7 年前
Paul Melamed
ac77aad6
For opaques use decal diffuse alpha for all channels.
For transparent, if material alpha is less than decal alpha replace it with decal alpha.
7 年前
Evgenii Golubev
8d663ac4
Merge upstream/master
7 年前
sebastienlagarde
730f3273
HDRP: add geometric filtering to lit shader
7 年前
Sebastien Lagarde
079ea329
Add support of Texture filtering (seems to not work yet)
7 年前
sebastienlagarde
c1827b93
Rename positionWS to positionRWS + update shader graph template
6 年前
Stephane Laroche
a4accf0c
SPTD based specular occlusion enabled in Lit material.
-Full SPTD code in /SphericalCapPivot, with documentation and tweaks to reference glsl code:
-Methods are in worldspace
-ComputeVS should not be multiplied by FGD (see comments)
-Stability issue with pivot transforming extreme cases of spherical caps
-Specular occlusion with cone-cone method: further options and tweaks to the original method.
-Refactoring of common orthogonal basis aligned with reflection plane (view-normal)
6 年前
Stephane Laroche
cbb9a885
Merge branch 'master' into StackLit2
# Conflicts:
# com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.hlsl
6 年前
sebastienlagarde
f222f97c
Rename DBuffer -> Decals + Add decal multicompile option
- Rename DBuffer -> Decals
- Add multicompile for no decals at all (for support decals)
- TODO: Shader stripping
6 年前
Sebastien Lagarde
56790568
Refactor GetBakedDiffuseLighting
- Shader code change: Rename GetBakedDiffuseLighting to ModifyBakedDiffuseLighting. This function now handle lighting model for transmission too. Lux meter debug mode is factor outisde.
- Shader code change: GetBakedDiffuseLighting is not call anymore in GBuffer or forward pass, including the ConvertSurfaceDataToBSDFData and GetPreLightData, this is done in ModifyBakedDiffuseLighting now
- Shader code change: Added a backBakeDiffuseLighting to BuiltinData to handle lighting for transmission
- Shader code change: Material must now call InitBuiltinData (Init all to zero + init bakeDiffuseLighting and backBakeDiffuseLighting ) and PostInitBuiltinData
- Update shader graph associate code
6 年前
Sebastien Lagarde
9c4acb91
Import various stacklit branch change
Move specular funciton in commonlighting.hlsl
Fix issue in TextureNormalVariance
Fix issue with colorPicker not working in forward
Misc format/comment/code sharing
6 年前