Sebastien Lagarde
83594dd2
HDRenderPipeline: Big renaming Tesselation => Tessellation
8 年前
Sebastien Lagarde
2c3c1e87
HDRenderPipeline: Renaming missing file
8 年前
Sebastien Lagarde
b60287f0
HDRenderPipeline: Make distance based edge factor (WIP, lot of thing to change)
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
f0a158b3
HDRenderPipeline: Plenty of other fix - shader compiler crash with internal error for tesselation
8 年前
Sebastien Lagarde
fe9b2eb8
HDRenderPipeline: Format + another set of fix with displacement map
8 年前
Sebastien Lagarde
f4f59ad1
HDRenderPipeline: Add distance and screen adapation + backface culling
miss frustrum culling
8 年前
Sebastien Lagarde
b86ceaec
HDRenderPipeline: Minor comment adjustement on tessellation factor
8 年前
Sebastien Lagarde
5460dd7b
HDRenderPipeline: Add worldViewFrustrum cull to tesselation
8 年前
sebastienlagarde
e447e133
HDRenderPipeline: Fix tessellation issue with double sided
8 年前
sebastienlagarde
d055406d
HDRenderPipeline: Draft to work at home
8 年前
sebastienlagarde
34ba21bb
HDRenderPipeline: Push draft for adding POM
8 年前
sebastienlagarde
e25f8c19
HDRenderPipeline: Add object scale
8 年前
sebastienlagarde
bcc0a738
HDRenderPipeline: Missing scale
8 年前
sebastienlagarde
298c7695
HDRenderPipeline: Clean some code in Tessellation
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
b7ce99a8
HDRenderPipeline: Push draft not compling
8 年前
Sebastien Lagarde
0e8d4904
HDRenderPipeline: Push another no working draft
8 年前
Sebastien Lagarde
70821b88
HDRenderPipeline: First compiling version
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
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
Evgenii Golubev
e30162ef
Fix shadows for tessellation
8 年前
Evgenii Golubev
996f79ff
Set consistent tessellation levels for camera and shadow views
8 年前
Evgenii Golubev
b3bd2618
Camera-relative rendering WIP
7 年前
Evgenii Golubev
ad7a69ba
Fix tessellation during the shadow pass
7 年前
sebastienlagarde
b010d5c1
HDrenderPipeline: Add some comment to shadow tessellation fix
7 年前
Julien Ignace
1d11cee8
During shadow passes, objects outside the main view frustum are now longer tessellated (tessellation factor set to 1.0).
It means that tessellation can pop in shadows when moving the camera but we can't afford to tessellate everything anyway.
7 年前
Julien Ignace
719e0012
Renamed LayeredLit shaders and UI classes to InfluenceLayeredLit.
7 年前
sebastienlagarde
b9915628
HDRenderPipeline: First draft of support of vertex displacement
7 年前
sebastienlagarde
6174ec1c
Define correct behavior for tessellatoin and planar mapping displacement
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
af8794d4
Remove object scale from attribute/interpolator of tessellation
7 年前
sebastienlagarde
2bfcb077
Push draft of layered lit work
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
sebastienlagarde
a127563b
Fix issue with UI + handle negative transform scaling with tessellation
7 年前
Sebastien Lagarde
36f3cfd4
merge unity 2017.3
7 年前
Evgenii Golubev
d57bf9b9
Fix tessellation frustum culling, clean and optimize
7 年前
Evgenii Golubev
3ed7cefd
Further optimize CullTriangleBackFace()
7 年前
Evgenii Golubev
811b656b
Do not override edge tess factors to 1 to prevent cracks
7 年前
GitHub
4595e943
Add a comment
7 年前
Evgenii Golubev
13210372
Use macros instead of directly referencing matrix variables
7 年前
GitHub
7b280e46
Fix a regression in the tessellation code
7 年前
Raymond Graham
7f1a89ea
Motion Vector Support
HDRenderpipeline changes to support Motion Vector Pass.
7 年前
sebastienlagarde
ed1d03fb
HDRenderPipeline: Fix reflection probe and tessellation (object was badly culled)
7 年前
sebastienlagarde
f6f454a7
Fix issue with tessellation and shadow
7 年前
Yao Xiaoling
10c48c2c
Implemented terrain instancing. Updated UnityInstancing.hlsl for SRP.
7 年前
sebastienlagarde
ee31a3ad
HDRP: Improve camera relative rendering precision on object
Improve camera relative rendering precision on object
- Apply camera translation on the model matrix
- Add a function GetObjectPositionWS
- User are required to always used TransformObjectToWorld or GetObjectToWorldMatrix, they should never access to UNITY_MATRIX_M
- When a user want absolute world position it must use GetAbsolutePositionWS(positionWS). positionWS is either camera relative space or absolute position depends on settings, only a call to GetAbsolutePositionWS() guarantet that we are in absolute position
6 年前
sebastienlagarde
a2e180a5
Update code to allow Macro matrix to work after PR feedback
6 年前
sebastienlagarde
c1827b93
Rename positionWS to positionRWS + update shader graph template
6 年前
Yao Xiaoling
38856112
Fix merge.
6 年前