sebastienlagarde
deb3ca40
HDRenderLoop: Fix issue with alpha test
8 年前
Julien Ignace
f1087ce3
Merge branch 'master' into DebugShader
# Conflicts:
# Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/test.mat
8 年前
sebastienlagarde
e1f8e17e
HDRenderLoop: Update scene + make double sided work
8 年前
sebastienlagarde
5e5b4fcb
HDRenderLoop : Fix after merge
8 年前
sebastienlagarde
b8c1da00
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Material.hlsl
8 年前
mmikk
a6b2b6d5
GenerateSourceLightBuffers() was returning wrong number of lights when a directional is present.
GenerateSourceLightBuffers() was returning wrong number of lights when a
directional is present.
8 年前
vlad-andreev
9bde6ae1
renderloop test framework and a simple test stub
8 年前
vlad-andreev
399968a2
[shadergen] minor test cleanup
8 年前
vlad-andreev
31d2e3b6
[fptl] remove accidentally committed debug code
8 年前
vlad-andreev
0b0fde25
[fptl] no gamma conversion in final pass
8 年前
vlad-andreev
8adb2307
shader generator: switch to consistent line endings
8 年前
vlad-andreev
1e00bf59
missed a file in the last commit
8 年前
vlad-andreev
ea3c49e2
removed Vec2/Vec3/Vec4/Mat44, regenerated .hlsl includes
8 年前
Julien Ignace
147341c8
Revert default value for HDRenderLoop GBufferDebug
8 年前
vlad-andreev
81aa39a3
switched HDRenderLoop over to generated .hlsl
8 年前
Julien Ignace
06725f27
Added GBuffer Debug shader.
8 年前
vlad-andreev
8af5f4ac
[fptl, hd] gbuffer sizes are no longer implicit
passing -1 for width/height relies on there being an active camera,
which is no longer a thing
8 年前
sebastienlagarde
36c50926
HDRenderLoop: Add builtin data structure + add velocity buffer
- Add velocity buffer as an experiment for the design
- Split surface data into surface data and builtin data (engine side for
lightmap etc...)
8 年前
Julien Ignace
60e032e0
Merge branch 'master' into DebugShader
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
8 年前
mmikk
e80c0e73
choose logBase value such that 50% of clusters (out of 64) are consumed between near plane and max opaque depth.
choose logBase value such that 50% of clusters (out of 64) are consumed
between near plane and max opaque depth (only when a depth buffer is
available). This allows us to light things behind the opaque tile while
allowing us to keep a limit on memory consumption.
8 年前
sebastienlagarde
b7ac9b37
HDRenderLoop: Make transparent object working + doublesided mode work
8 年前
sebastienlagarde
23b90c5e
HDRenderLoop: Miss one change - include common.hlsl in FinalPass.hlsl
8 年前
Julien Ignace
d825657a
Debug Shader first version
8 年前
sebastienlagarde
0c45d07f
HDREnderLoop: Convert CGPROGRAM to HLSLPROGRAM + Add double sided support
Double sided still not work yet
8 年前
Julien Ignace
7a353452
Fix bad preceding "I am a Git noob" commit
8 年前
Julien Ignace
4077fb24
Merge branch 'my_branch'
8 年前
Julien Ignace
ad89bd6f
My changes
8 年前
sebastienlagarde
06523005
HDRenderLoop: Make shader feature worknig for DisneyGGX.shader
8 年前
sebastienlagarde
279a61e5
HDRenderLoop: Updating inspector + shaders parameters
- Move alpha test to be able to enable it for transparent as an
optimization
- Change stuff to map a bit Untiy standard shaders and rename mettalic
to Mask map.
8 年前
Sebastien Lagarde
3f354281
HDRednerLoop: Add inspector for DisneyGGX shader (wip)
- Goal is to have an inspector with the various feature to test alpha
cutoff, transparent, double sided etc...
8 年前
Sebastien Lagarde
54fbd25b
HDRenderLoop - Put correct shader on material test
8 年前
mmikk
30fbb008
bugfix, workaround for missing SetInt on shader feature backfired
bugfix, workaround for missing SetInt on shader feature backfired
8 年前
mmikk
e4638323
some arb. bug fixes for clustered and further integration changes
some arb. bug fixes for clustered and further integration changes
8 年前
mmikk
832e4f70
prep work for supporting clustered as well as opaque only plus some clean up and removal of hungarians.
prep work for supporting clustered as well as opaque only plus some
clean up and removal of hungarians.
8 年前
mmikk
730f8f5e
make all kernels available and slot in clustered shader
make all kernels available and slot in clustered shader to fptl assets
8 年前
sebastienlagarde
07ccb020
HDRenderLoop: Update GGXDisney.Shader with lot of parameters
- Goal is to add a lot of thing so we can ensure that scriptable render
loop support all the case
- Here try to add transparent and alpha testing + prepare materialID
with SSS and clear coat.
8 年前
Tim Cooper
6f66febe
[material graph]Fix standalone compile issue.
8 年前
Tim Cooper
ff11a50c
[Material node] use color property instead of field.
8 年前
Tim Cooper
8ecfe640
[material graph]Remove upgrade code, no needed yet.
8 年前
Tim Cooper
29600f72
[Material graph] Fix up subgraph asset reference serialization.
8 年前
Tim Cooper
b42e0339
[Material Graph]Fix up texture node serialization.
8 年前
Tim Cooper
d759e955
[Material Graph]Tidy up integration testing.
8 年前
Tim Cooper
6cf280f3
[Material Graph]Add image comparison tests. Just add graph to UnityShaderEditor/Tests/IntegrationTests/Graphs
8 年前
Tim Cooper
2926e86a
[Mat Graph]Remove standard asset stuff, not needed.
8 年前
Tim Cooper
31fa7c60
[Material Graph]Readd export button. Fix issue with sub graph exports.
9 年前
Tim Cooper
5055d67e
[Material graph]More testing + fix things that are broken with the tests.
9 年前
Tim Cooper
b6ca28a2
[material graph]Make newline platform standard.
9 年前
Tim Cooper
95b250d2
[material graph] Fix newline issues.
9 年前
Tim Cooper
553fedbf
[Format]Run code formatting
9 年前
Tim Cooper
480131e4
[Material Graph]Split out lighting functions to different files
9 年前