Evgenii Golubev
c9a0007c
Factor out the procedural sky shader
8 年前
Evgenii Golubev
ed6081c1
Fix the name of the procedural shader
8 年前
Sebastien Lagarde
521b51c7
HDRenderLoop: Big refactor to preprate for depthOffsetVs
8 年前
Julien Ignace
58445897
Procedural sky now uses the Sky Framework (V1 functionality not tested)
8 年前
Sebastien Lagarde
5d839c48
HDRenderLoop: Fix depthVS issue + introduce HDCamera
8 年前
Julien Ignace
2ec18892
Merge branch 'master' into SkyFramework
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
# Assets/ScriptableRenderLoop/HDRenderLoop/Sky/SkyRenderer.cs
8 年前
Evgenii Golubev
9ae68594
Clean up and refactor the procedural sky
8 年前
Evgenii Golubev
4534d45f
Make sure the sky pass does not modify the alpha channel
8 年前
Evgenii Golubev
2f7b3af3
Update the sky code using the Adam demo source
8 年前
Evgenii Golubev
34315214
Set values of legacy built-in uniforms
8 年前
Evgenii Golubev
3f3f4548
Make sure the sky fully overwrites unoccluded parts of the frame
8 年前
Evgenii Golubev
59ed1885
Make small improvements to the procedural sky shader
8 年前
Evgenii Golubev
498f14dc
Remove a TODO
8 年前
sebastienlagarde
b890244e
HDRenderLoop: Rename the directory HDRenderLoop in HDRenderPipeline
8 年前
sebastienlagarde
b60bd965
HDRenderPipeline: Fix various issue with tesselatoin + depth offset
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
Evgenii Golubev
6da9eb72
Implement a workaround for the case when disabling a keyword has no effect
I am referring to PERFORM_SKY_OCCLUSION_TEST.
8 年前
Julien Ignace
c83f3d4a
Merge branch 'master' into Branch_fix-ps4-hdrenderloop
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/Unlit.shader
# Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader
# Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader
# Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/Resources/GGXConvolve.shader
8 年前
Evgenii Golubev
ddbfc573
Fix sky rendering bugs
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
Evgenii Golubev
b1a7cdc0
Fix the flipped Y axis (due to a D3D convention) for the procedural sky
8 年前
Evgenii Golubev
399b7f4d
Prevent the rotation of the sun with the sky
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
dede83da
HDRednerPipeline: Fix issue with sky + do HDR capture of reflection probe
- sky is now cull correctly
8 年前
Julien Ignace
2b3c73fa
Changed the way we handle reading into the bound depth buffer.
- Now Depth buffer is not copied anymore on PS4
- On other platform, depth buffer is used only once and the copy is used as a texture in all shader that need it. Depth Buffer Render Target is no longer changed.
8 年前
runes
c445e599
Explicit tile coordinates in GetPositionInput.
~10% faster tile deferred light evaluation in compute
8 年前
sebastienlagarde
ddd7d5d5
HDRenderPipeline: Change all include shader absolute path to relative path
8 年前
runes
918c1797
Feature flags now also include material/gbuffer flags.
8 年前
Evgenii Golubev
7758c3b3
Add a "Max Sky Distance" parameter to the procedural sky
8 年前
Evgenii Golubev
70499455
Switch to HDCamera matrices (WIP, shadows have not yet been fixed)
8 年前
Evgenii Golubev
d8386bd4
Address the PR feedback
8 年前
Evgenii Golubev
69b2a277
Implement computation of the view vector from the screen space coordinate
7 年前
runes
dd5838bd
sample game delta:
-FPS Mode (Render mesh with custom FOV)
-only PCF shadows with game specific limits
-Atmosphere y-offset property
7 年前
Peter Bay Bastian
a1133cd9
Update #includes of ShaderLibrary to new path
7 年前
Peter Bay Bastian
f8b46ea3
Merge remote-tracking branch 'origin/master' into restructuring
7 年前
Tim Cooper
e0e3492b
Merge remote-tracking branch 'origin/master' into sample_game
7 年前
runes
6a0e0e87
fixed compilation error in SkyProcedural.shader
7 年前
Evgenii Golubev
bb1bc475
Fix camera-relative rendering of the procedural sky
7 年前
Evgenii Golubev
1bfec348
Add ShaderVariables.hlsl to the procedural sky shader
7 年前
Peter Andreasen
a2e029a1
merge with master + a few samplegame fixes
7 年前
Julien Ignace
6b9ad1a2
Ported Legacy Unity procedural sky to HDRP and renamed our ProceduralSky to BlacksmithSky (pending removal)
7 年前
Julien Ignace
6f585179
Implemented base of "Atmospheric Scattering" framework.
- AtmosphericScatteringXXX files where definition/editor and shader code of the fog functions are and that are used by any shader where fog is needed (full pass opaque fog, transparent forward materials...)
- Implemented basic linear/exponential fog with Uncharted 4 "Mip Sky" color fetch trick.
7 年前
Mikko Strandborg
a2a3c47b
Add vulkan to the list of only_renderers in all the shaders
7 年前
Peter Andreasen
f052451a
merged from master
7 年前
Evgenii Golubev
13210372
Use macros instead of directly referencing matrix variables
7 年前
Peter Andreasen
5d36f104
Merged master
7 年前
Peter Bay Bastian
9dd5e5c5
Change shader include paths to take advantage of Core being an include path now
7 年前
Antti Tapaninen
f53de9f7
unify only_renderers list, fix typos
7 年前
Evgenii Golubev
6f8ec8c3
Global rename: 'depthRaw' -> 'deviceDepth', 'depthVS -> linearDepth'
7 年前
Peter Bay Bastian
b7db3ef9
Merge branch 'shader-include-paths-2'
7 年前
GitHub
d6a58e9c
Merge pull request #594 from EvgeniiG/master
Reduce the number of dependent texture reads for SSS
7 年前
Evgenii Golubev
0ed1b80b
Global rename
positionSS -> positionNDC
unPositionSS -> positionSS
unTileCoord -> tileCoord
ComputeScreenSpacePosition() -> ComputeNormalizedDeviceCoordinates()
7 年前
Sebastien Lagarde
d6a7fcd6
HDRenderPipeline; Clean include of Color.hlsl
7 年前