sebastienlagarde
94bea850
Merge remote-tracking branch 'refs/remotes/origin/master' into AreaLight
8 年前
mmikk
b55fa843
added shader and script side for conventional forward
added shader and script side for conventional forward
8 年前
Sebastien Lagarde
caf80e26
HDRenderLoop: Add area light support, first draft
8 年前
mmikk
ede892d1
do a depth pre-pass for forward opaques
do a depth pre-pass for forward opaques.
Enable light map and probe per mesh.
Separate forward into opaques and transparencies.
8 年前
sebastienlagarde
73c7979a
Merge: missing file
8 年前
sebastienlagarde
ba4ec92e
Merge remote-tracking branch 'origin/master'
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoopInspector.cs
8 年前
vlad-andreev
3e91c5e0
code cleanup part deux
8 年前
vlad-andreev
ef44a1f3
[fptl] first pass at code cleanup and coding conventions compliance
8 年前
Tim Cooper
bae5428b
add formatting helper to repository
8 年前
sebastienlagarde
cc40fcbe
HDRenderloop: Add useForwardOnly option
8 年前
Aras Pranckevicius
48cd6d9a
API change: ComputeDispatch -> DispatchCompute
8 年前
Sebastien Lagarde
bce39f68
HDRenderLoop: Make cubemap work (without parallax) and add ref mode
- comparison with ref GGX is not too bad, but still require improvement.
- wait for trilinear issue with cubemap to be solve before investigating
8 年前
Sebastien Lagarde
357d999e
HDRenderLoop: Add code to init texture one time at the launch of the loop
- Still need to confirm is this code is robust
- Also remove many common.hlsl include
8 年前
Sebastien Lagarde
ba76c316
HDRenderLoop: Move a lot of files for better classification
8 年前
Sebastien Lagarde
698d1646
HDRenderLoop: Move GBuffer description to Lit.cs
- So a material can define easily what kind of GBuffer it use without
having to dig into HDRenderLoop code
8 年前
Sebastien Lagarde
52eb3436
HDRenderLoop: Make cubemap code compile
- miss preDFG texture
- do not work currently
- Add bunch of sphere metal/dieletric from smoothness 0..1
8 年前
sebastienlagarde
510e127a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
GitHub
c081640f
Update readme
8 年前
sebastienlagarde
524694c1
HDRenderloop: very Minor update
8 年前
Aras Pranckevicius
f1c43935
Always do HDR in FPTL test, switch albedo buffers to LDR
8 年前
Aras Pranckevicius
f3056d0a
Update git ignores
8 年前
Aras Pranckevicius
370ba5f9
Cleanup unnecessary files
8 年前
GitHub
5c1656e1
Added license
8 年前
GitHub
ebad79a0
Added readme
8 年前
Aras Pranckevicius
3333b3d3
FPTL: fix decoding of emission buffer
8 年前
Aras Pranckevicius
1a967df9
API changes update: renamed RendererConfiguration members
8 年前
Sebastien Lagarde
a71d48c9
HDRenderLoop: Fix a warning
8 年前
Sebastien Lagarde
a703417e
HDRenderLoop: Continue to work on implementing parallax cubemap
- Finish shader side, need to fix C++ side + generate specularDFG
texture
8 年前
mmikk
aca1be24
prepare for available emission
prepare for available emission and remove emission buffer as source
8 年前
runestubbe
b8491dc1
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Tim Cooper
bfb2bedd
[Material graph]ctrl + F1 save graph (temp)
8 年前
sebastienlagarde
dc88f7bf
HDRenderLoop: Continue to add misc function (intersection, aniso support)
8 年前
runestubbe
dea646ba
Lightlistbuild optimizations
Calculate linear depths as part of depth min/max calculation to avoid
fetching depth twice.
Store camera dimensions in uniforms instead of using GetDimensions
8 年前
Tim Cooper
57c91c90
[material graph]Run code formatter.
8 年前
sebastienlagarde
02b23d6e
HDRenderloop: fix issue after merging
8 年前
Tim Cooper
860a7a67
[Material Graph]delete edge + vector 1 node drawing.
8 年前
sebastienlagarde
feca166f
Merge remote-tracking branch 'origin/master'
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
# Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/DebugViewMaterialGBuffer.shader
# Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightingForward.hlsl
# Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit.hlsl
# Assets/ScriptableRenderLoop/ShaderLibrary/Common.hlsl
8 年前
Tim Cooper
2ea489dd
[Material Graph] Tidy view + fix css + add time update nodes in again.
8 年前
mmikk
56b1c9d5
separating out some utility functions which make sense for conventional fwd as well as tiled.
separating out some utility functions which make sense for conventional
fwd as well as tiled.
8 年前
Tim Cooper
ab7317bb
[Mat Graph]Run code formatter
8 年前
mmikk
cde3f5db
minor crap
minor crap
8 年前
Tim Cooper
1b049752
[Material Graph] Rename and reorganise the repository.
8 年前
mmikk
08e41ba8
include quick sphere test in fptl as well
include quick sphere test in fptl as well
8 年前
Tim Cooper
9398ce96
[Material graph]Fix preview render for 2d nodes (use correct color space.
8 年前
mmikk
c297bec3
ensure sorted volume shapes within each model type
ensure sorted volume shapes within each model type. Ie. all direct
lights are together sorted by volume shape, then all reflection lights
are together sorted by their volume shape etc.
8 年前
Tim Cooper
a8d80b3f
[Material graph]Add imgui block for texture controls. Fix controls so they have the correct height.
8 年前
vlad-andreev
bf6e54c5
tabs -> spaces
8 年前
sebastienlagarde
fe99ce30
HDRenderLoop: Add PreLightData concept (optimization)
- Add PrelightData concept: variable that you can precompute ahead of
calling the lighting loop
- Various stuff related to that: BRDF recomputed LambdaV version etc...
8 年前
Tim Cooper
51f6cf0b
[Material graph] Fix control id issues when there are two nodes of the same type
8 年前
Julien Ignace
0ca194bd
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前