sebastienlagarde
b890244e
HDRenderLoop: Rename the directory HDRenderLoop in HDRenderPipeline
8 年前
sebastienlagarde
291b4c6d
HDRenderPipeline: Fix-point-light-shadow
8 年前
Evgenii Golubev
f38f5e1a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Evgenii Golubev
d81d6e8a
Remove roughness clamping from IBL
8 年前
Evgenii Golubev
47bf244a
Consistently handle 'NdotL' problems
8 年前
Evgenii Golubev
b68675c5
Use more samples by default
8 年前
Evgenii Golubev
a17c38b0
Remove a comment
8 年前
Evgenii Golubev
96c60309
Orthonormalize TBN
8 年前
Evgenii Golubev
1272e08c
Move orthonormalization into GetSurfaceAndBuiltinData()
8 年前
sebastienlagarde
589fe428
HDRenderPipeline: More work on tesselation
8 年前
Evgenii Golubev
440e138a
Improve comments
8 年前
Evgenii Golubev
be1f01e1
Move 'iblMipLevel' to PreLightData
8 年前
Evgenii Golubev
74657c39
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Evgenii Golubev
846d4f8d
Precompute IBL samples on GPU
8 年前
sebastienlagarde
cf6dab8e
HDRenderPipeline: Disable (not implemented) IES lights to save one slot on PS4 (until PS4 is fix)
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
GitHub
89421bcf
Merge branch 'master' into metal
8 年前
Sebastien Lagarde
bbf9674c
HDRenderPipeline: Move all are LTC data in one texture2DArray
Required to save ressource index for PS4 until playstation platform team
fix the issue of limited resource (16 texture + compute buffer)
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
uygar
2a8f7eaa
Added missing files from initial commit.
8 年前
Evgenii Golubev
8e286ad5
Enable subsurface radius and thickness parameters
8 年前
Julien Ignace
60dd6c48
Implemented lighting debug in the shader.
8 年前
Julien Ignace
e39df9e7
Fixed BakedLighting in debug lighting mode and properly implemented them for forward shaders.
8 年前
Evgenii Golubev
02b8a18b
Implement SSS transmittance for punctual and directional lights
8 年前
Evgenii Golubev
b6cd7220
Decouple thickness and SSS radius
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
uygar
c8a27740
Merge branch 'master' into shadows
8 年前
Evgenii Golubev
ff92221a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Evgenii Golubev
73119b5e
Apply thickness bias in world space
8 年前
Evgenii Golubev
92b18150
Add thickness scale to the profile information
8 年前
Evgenii Golubev
0966f6dc
Fix thickness scaling
8 年前
Evgenii Golubev
13c21d32
Rename "transmittance" to "transmission" where applicable
8 年前
uygar
77102a68
Merge branch 'master' into shadows
8 年前
uygar
72e1a88c
Fixed shader compilation errors caused by the previous merge when enabling the new shadow system.
8 年前
Evgenii Golubev
fb5cc01d
Implement the min-max slider for thickness
8 年前
uygar
94d9ef0a
Added support for choosing shadow algorithms. Each algorithm can have up to 8 variants.
Added VSM, EVSM and MSM shadowmaps.
Added custom editor to additional light data for drawing shadow specific UI.
8 年前
Evgenii Golubev
c74a3040
Rename 'ThicknessMap' to 'ThicknessRemap' to avoid confusion
8 年前
Evgenii Golubev
d75bcfa1
Implement 3 texturing modes for SSS
8 年前
sebastienlagarde
cee0e59f
HDRenderPipeline: Upgrade code to use new builtin sampler feature
8 年前
Evgenii Golubev
d8bae2f5
Reduce the maximal SSS radius
8 年前
Evgenii Golubev
e6b3dce9
Replace the hard-coded constant with SSS_UNIT_CONVERSION
8 年前
sebastienlagarde
ddd7d5d5
HDRenderPipeline: Change all include shader absolute path to relative path
8 年前
sebastienlagarde
6f9ae514
HDRenderPipeline: Change area light data to public so they can be access by external class
8 年前
uygar
cefe8b15
Merge branch 'master' into shadows
8 年前
Evgenii Golubev
c05830f9
Remove the default SSS profile
8 年前
Evgenii Golubev
ced19359
Make the SSS texturing mode a profile-local property
8 年前
Tim Cooper
c30d33b8
[Format]Reformat via format.pl to match the new conventions
8 年前
Evgenii Golubev
7a72a9de
Optimize the isotropic GGX BSDF (-8 cycles on GCN)
8 年前
Evgenii Golubev
f9ef74c7
Optimize the computation of the half vector
8 年前
Evgenii Golubev
7b5312b3
Achieve Fresnel parity between SSS and Standard materials
8 年前
Evgenii Golubev
4a3775ed
Achieve Fresnel parity between SSS and Standard materials (2)
8 年前
Evgenii Golubev
ce2f1033
Update the implementation of DiffuseGGX()
8 年前
Evgenii Golubev
9d4c2988
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
runes
918c1797
Feature flags now also include material/gbuffer flags.
8 年前
Evgenii Golubev
ed990060
Merge from upstream
8 年前
Evgenii Golubev
f5b4c7e9
Implement orthographic projector lights (single pass loop only)
8 年前
Evgenii Golubev
c4ee2251
Fix projector light dimensions
8 年前
Evgenii Golubev
6b6c6c54
Implement pyramid projector lights
8 年前
Evgenii Golubev
456c3509
Fix cookie tiling for directional lights
8 年前
uygar
8db09493
Merge branch 'master' into shadows
8 年前
Evgenii Golubev
85a5ac90
Enable SSS in the player
8 年前
Evgenii Golubev
03bfbbe6
Fix the orientation of area lights
8 年前
Evgenii Golubev
e0af278e
Fix self-shadowing issues with transmission
8 年前
Evgenii Golubev
f6d7ac3b
Increase ranges of SSS parameters
8 年前
Evgenii Golubev
9eb00477
Add transmission tint color
8 年前
Evgenii Golubev
88c8ac1e
Disable shadowing of transmitted light
8 年前
Evgenii Golubev
9221cddf
Clarify magic numbers used by LTC lights
8 年前
sebastienlagarde
68b2246c
HDrenderPipeline: Generate hlsl debug functions
Instead of wrtiting functions by hand user can now call generated debug
function and override thing he/she want.
8 年前
sebastienlagarde
ed55ce8f
HDRenderPipeline: Clean debgu settings
- Merge debugViewMaterial with Lightingdebug mode into a DisplayDebug
(less pass)
- Clean debug code, remove useless file
8 年前
uygar
d82162c7
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into shadows
8 年前
Evgenii Golubev
7fd989cc
Remove the double sided option for area lights
It reduces performance and doesn't trivially extend to the sphere light approximation.
8 年前
uygar
c0b6dcd6
Removed the old shadow system.
Removed the temporary namespace ShadowExp.
8 年前
Evgenii Golubev
7cc7dab2
Avoid shading pixels behind rectangular lights
8 年前
Evgenii Golubev
6122bd58
Fix SSS profiles (integers) round tripping through the G-buffer
8 年前
Evgenii Golubev
42530415
Merge branch 'master'
8 年前
Evgenii Golubev
9282c42e
Make transmission through thin objects account for shadowing
8 年前
Evgenii Golubev
75a6f986
Save 1 cycle
MAD with 2 intermediate constants on GCN is 2 instructions rather than 1.
8 年前
Evgenii Golubev
fc190f6e
Add a comment regarding low thickness shadowing
8 年前
Evgenii Golubev
2cfcae90
Fix cookies and shadows not properly affecting transmission
8 年前
Evgenii Golubev
03679129
Redefine low thickness to be 2 mm
8 年前
Evgenii Golubev
58917ffe
Eliminate artifacts at the boundary of the area light
8 年前
Sebastien Lagarde
ace26df8
HDRenderPipeline: Fix issue with GetShiftedNormal (cause artifact in diffuse lighting)
8 年前
Sebastien Lagarde
47c4131d
HDRenderPipeline: Improve transmittance with wrap lighitng
8 年前
Sebastien Lagarde
c3eab250
HDRenderPipeline: Update constant for wrap diffuse lighting
8 年前
sebastienlagarde
7cfffb72
HDRenderPipeline: Clear coat model, expose specualr color model
8 年前
Julien Ignace
25092737
Simplified (hopefully) the way we display material and lighting debug modes.
Material/Engine/Attributes/GBuffer are now clearly separated in the UI.
8 年前
Sebastien Lagarde
af575b78
HDRenderPipeline: Add tetrahedron encoding for normal in GBuffer
8 年前
sebastienlagarde
0c18096d
HDRenderPipeline: Fix SSS issue with GI + clean code
8 年前
sebastienlagarde
314924b2
HDRenderPipeline: Fix issue with SSS + add test scene
8 年前
GitHub
05b08a59
Merge pull request #239 from Unity-Technologies/Branch_DebugMenu
Branch debugmenu
8 年前
Sebastien Lagarde
b27de01a
Merge remote-tracking branch 'refs/remotes/origin/master' into Tetrahedron-encoding-for-normal
8 年前
Sebastien Lagarde
58f36f39
Merge remote-tracking branch 'refs/remotes/origin/master' into shadows
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
8 年前
Sebastien Lagarde
141ffe53
HDRenderPipeline: Update value for tetrahedra encoding (same result but differently oriented)
8 年前
Evgenii Golubev
6c224d47
Merge branch 'master'
8 年前
Evgenii Golubev
55ddce82
Fix hard clipping artifacts
8 年前
Sebastien Lagarde
d43dde2d
HDRenderPipeline: Change normal tetra 10:10+2 encoding to oct10:10+2 encoding
oct result is similar to tetra but is cheaper.
8 年前
Sebastien Lagarde
8eeef7b8
Merge remote-tracking branch 'refs/remotes/origin/master' into shadows
8 年前
Evgenii Golubev
1f9e3e8f
Fix specular artifacts for (NdotV < 0)
Cost: 1 VGPR.
We clamp NdotV between 0.0001 and 1 as we fill the PreLightData.
However, for direct lighting, this changes neither N nor V. Therefore, when we try to use this clamped NdotV value in other geometric calculations, results occasionally make no sense.
Caveat: if (NdotV < 0) and (NdotL -> 0), H may point in the opposite hemisphere from N. Clamped XdotH products appear to take care of this issue.
8 年前
Evgenii Golubev
0ca73a6a
Switch the thickness remap to centimeters and set the low thickness threshold to 0.5 cm
8 年前
Evgenii Golubev
8f41c126
Replace the standard deviation with the scatter distance in centimeters
8 年前
Evgenii Golubev
747ebdbf
Simplify the macro
8 年前
Evgenii Golubev
80077f9a
Save 1 VGPR by removing 'unNdotV' from PreLightData
8 年前
Evgenii Golubev
0ebd995a
Add a note regarding the requirement for (NdotL > 0)
8 年前
Evgenii Golubev
9c734442
Add an SSS_DISTANCE_SCALE to allow for a wider range of standard deviations
8 年前
sebastienlagarde
0ded8f98
Merge remote-tracking branch 'refs/remotes/origin/master' into shadows
# Conflicts:
# Assets/TestScenes/HDTest/GraphicTest/SSS/head.OBJ.meta
8 年前
GitHub
fefcc6bb
Fix the conversion from centimeters to meters
8 年前
Evgenii Golubev
235b3f5e
Use the same stencil value for all non-SSS materials
8 年前
GitHub
78d7833b
Merge pull request #250 from EvgeniiG/material_id_update
Swap material IDs for a simpler stencil test configuration
8 年前
Evgenii Golubev
0d763678
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Evgenii Golubev
162d8e01
Disney SSS WIP
8 年前
sebastienlagarde
8aa908b7
HDRenderPipeline: Add thin material option + Fix issue with transmission and shadow
- Add a thin material option on SSS profile
- Shadow was not working anymore with transmission due to merge conflict
with shadow branch
- Done a pass of format on file in Lit directory
- Share constant for number of profile between c#a and hlsl
8 年前
Evgenii Golubev
1a787e97
Improve the quality of bilateral weighting
8 年前
sebastienlagarde
46417646
HDRednerPipeline: Update transmission test + clean code
- Rename Thin Material in Thin objects
- Merge enable transmission and enable thin material in transmission
type
- re-add human head
- fix thin transmission test scene
8 年前
Evgenii Golubev
a92b6036
Implement transmission for Disney SSS
8 年前
Evgenii Golubev
17647325
Multiply transmittance by the surface albedo
8 年前
Evgenii Golubev
04fd3af5
Use 16 profiles and vtx-NoV weighted thickness
8 年前
Evgenii Golubev
92b0ced1
Reduce SSS artifacts
8 年前
Evgenii Golubev
7282b3a1
Don't use thickness along the view dir for thin objects
8 年前
Evgenii Golubev
ef74635b
Attempt to add shadowing for regular transmission
8 年前
Evgenii Golubev
e146d124
Add the world scale to the SSS pass
8 年前
Evgenii Golubev
2455e20c
Revert "Attempt to add shadowing for regular transmission"
This reverts commit 4b39d5e2917acc42307530bf9b82abe6408f0402.
8 年前
Julien Ignace
7c92df70
Fixed shader compilation on PS4
8 年前
Sebastien Lagarde
36142eb8
HDRenderPipeline: Update SSAO effect
8 年前
Evgenii Golubev
85e3c31c
Merge branch 'disney_sss'
8 年前
Evgenii Golubev
0e475e7d
Implement new packing functionality
8 年前
Evgenii Golubev
2a641adb
Address the remaining PR feedback
https://github.com/Unity-Technologies/ScriptableRenderLoop/pull/277
8 年前
Evgenii Golubev
2e3478e3
Fix PS4 compile issues with BFE
8 年前
Sebastien Lagarde
894b33fe
HDRenderPipeline: Move ComputeTransmittance to commonMaterial.hlsl
8 年前
Sebastien Lagarde
d06af446
HDrenderPipeline: Update stencil bits
- Add stencil bit usage
- Move stencil bit to LightDefinition class
- Rename the enum with RegularLighting and SplitLighting
- Update SSS code to better stencil test practice
8 年前
Evgenii Golubev
76455f03
Add volume albedo to SSS
8 年前
Evgenii Golubev
fe744b92
Fix the transmission math
8 年前
Evgenii Golubev
01f7c4f9
Revert back to wrapped diffuse for the transmission angular dependency
8 年前
Evgenii Golubev
68de16f3
Factor out SSS_WRAP_LIGHT
8 年前
Evgenii Golubev
414344b8
Merge branch 'master'
8 年前
Evgenii Golubev
6a7757cc
Factor out ComputeWrappedDiffuseLighting()
8 年前
Sebastien Lagarde
0377308a
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-material-framework
8 年前
Evgenii Golubev
def057b6
Remove redundant comments
8 年前
Sebastien Lagarde
23315237
HDRenderPipeline: Fix issue with SSS not correctly enable/disable
8 年前
Evgenii Golubev
6dce4b8d
Replace wrapped lighting with Fresnel for transmission
8 年前
Evgenii Golubev
b151da06
Remove redundant packing
8 年前
Evgenii Golubev
f1785861
Use a separate shape parameter for transmission
8 年前
GitHub
6c04469e
Merge pull request #287 from EvgeniiG/master
Replace wrapped lighting with Fresnel
8 年前
sebastienlagarde
0e6f3478
HDRenderPipeline: update shader generator and code to match C# static naming convention
8 年前
Sebastien Lagarde
f85a5ae0
HDRenderPipeline: remove shader warning (convertion from float3 to float)
8 年前
sebastienlagarde
fd7b61ab
Switch to the single-color SSS parametrization
8 年前
Julien Ignace
602c3afe
Fixed various over uniforms in Constant Buffers
7 年前
Sebastien Lagarde
e9e6cf59
HDRenderPipeline: Specular color mat id is no more store as material id
- Instead of wasting one value in materialId (only 4 availabe, we reuse
the matid standard and the value in the specular), it allow to have 2
matId free.
- Optimize the code with shader features for materialID
7 年前
Sebastien Lagarde
cd023e6c
HDRenderPipeline: Fix issue with specular color and packing precision
7 年前
Evgenii Golubev
23be42d1
Fix diffuse transmission
7 年前
Evgenii Golubev
4a9e84ed
Merge projector lights into punctual lights
7 年前
Evgenii Golubev
640bf8c6
Make projector code dependent on the cookie
Projector lights now sample a white texture if no cookie has been assigned.
7 年前
Evgenii Golubev
151ac4fb
Optimize the cookie code for GCN
7 年前
Evgenii Golubev
e15288f5
Add back-face culling for box projector lights
7 年前
Evgenii Golubev
2918766c
Further optimize the box projection clip factor for GCN
7 年前
Evgenii Golubev
57ae57c7
Save another instruction on clipping on PS4
7 年前
sebastienlagarde
e6e216f8
push not compiling code
7 年前
Evgenii Golubev
c4d72f2c
Add a stencil copy, fix the deferred CS and enable it by default
7 年前
sebastienlagarde
f12adcb0
Merge remote-tracking branch 'refs/remotes/origin/master' into Repeat-cookie-directional-light
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
7 年前
sebastienlagarde
974a44f0
HDRenderPipeline: Re-introduce repeat mode for cookie for directional light and simplify code
7 年前
sebastienlagarde
65463a5e
HDRenderPipeline: Move material flags to Lit.hlsl as they are related to the defered material
Remove FeatureFlags file and move them to Lit.hlsl as they are related
to the material, so each deferred material can define its own
"optimization" with material classification. also the material know the
cost of light features. + simplify code of gettings material features
7 年前
Julien Ignace
36db30a0
Improved VGPR pressure for Area Light lighting code.
Actual current max VGPR is still high due to shadow filtering code but the area light peak is fixed.
7 年前
sebastienlagarde
42e69f08
Setup wanted variant + add correct decoding code
7 年前
sebastienlagarde
70fcec1d
Refactor hwo specular material is considered: not anymore a materialId
7 年前
sebastienlagarde
adeee295
Clean and comment some code
7 年前
sebastienlagarde
9320753e
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-material-classification
7 年前
Sebastien Lagarde
eb4be652
HDRenderPipeline Fix last issue
7 年前
Sebastien Lagarde
a07e9bd1
Change number of variant from 16 to 26
7 年前
sebastienlagarde
ac29144b
HDRenderPipeline: Fix issue with Transmission due to padding between compute and shader float array
- Move Thickness remap float array to float4 array to avoid packing
issue between compute path and pixel path
7 年前
Evgenii Golubev
98cec915
Port SSS to compute with an LDS texture cache
7 年前
uygar
303965c0
Fixed normal bias leading to light leaking with point shadows.
7 年前
sebastienlagarde
4a85437d
HDRenderPipeline: Update material classification combination + update files due to version changed
7 年前
sebastienlagarde
b2fcddbf
HDRenderPipeline: Split reference code of lit shaders to increase readability
7 年前
sebastienlagarde
e21dd529
HDRenderPipeline: Remove undesired defined
7 年前
sebastienlagarde
69171f62
Main interface is now EvaluateBSDF_Area
7 年前
sebastienlagarde
5ba18d3a
Add variant for material classification + clean split lighting evaluation
7 年前
sebastienlagarde
eb67ed8f
HDRenderPipeline: A bit more cleanup and minor fix
7 年前
Evgenii Golubev
a04a82ab
Merge branch 'master'
7 年前
Julien Ignace
5a6b2e9c
Various fix for debug modes:
- Debug Diffuse Lighting albedo override now works correctly for SSS materials.
- GBuffer debug now only shows GBuffer enabled material (no more forward only materials)
- Changed previous fix of PS4 crash in ShaderPassForward (it caused debug lighting for transparent objects to break).
7 年前
sebastienlagarde
ab5c2b5c
HDRenderPipeline: Small fix for anisotropy shader
7 年前
sebastienlagarde
4bc93c9f
Add support to disable range attenuation and control max smoothness on light to fake sphere light
7 年前
Evgenii Golubev
2a4e6b99
Switch transmission units of Jimenez SSS to millimeters
7 年前
sebastienlagarde
e2c021c4
Add clear coat material in Lit + few cleanup
7 年前
GitHub
7be53b88
Merge pull request #368 from Unity-Technologies/maxSmoothness-and-disable-range-attenuation
Add support to disable range attenuation and control max smoothness
7 年前
Evgenii Golubev
49f52c6c
Factor out EvaluateTransmission() & premultiply
7 年前
Evgenii Golubev
5e60f635
Merge branch 'master'
7 年前
Evgenii Golubev
291342ad
Add a reference implementation of transmission for rectangular area lights
7 年前
sebastienlagarde
4ed252e3
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-clear-coat
7 年前
Evgenii Golubev
8091bf54
Refactor EvaluateTransmission() to share more code
7 年前
sebastienlagarde
38888e9e
remove comment
7 年前
Evgenii Golubev
4bc21a86
Optimize area lights a bit
7 年前
sebastienlagarde
90dcb63d
HDRenderPipeline: Update test scene with clear coat test
7 年前
Evgenii Golubev
1928fe74
Add transmission to line lights
7 年前
Evgenii Golubev
471342f0
Factor out multiplication by 'lightData.color'
7 年前
Evgenii Golubev
70cf921d
Clean up the area light code
7 年前
Evgenii Golubev
470cff8e
Add Fresnel back to line lights
7 年前
Evgenii Golubev
a449e3ad
Merge branch 'master' (area light clear coat code is disabled for now)
7 年前
GitHub
a05784e8
Update a comment
7 年前
Evgenii Golubev
9ce510e5
Add additional shader passes + clean-up
7 年前
Evgenii Golubev
2cba6a27
Add support for volumetric shadowing and spot lights
7 年前
Evgenii Golubev
9e666ace
Add support for volumetric projector lights and cookies
7 年前
Evgenii Golubev
f52c27f8
Factor out EvaluateCookie_Directional() and EvaluateCookie_Punctual()
7 年前
Evgenii Golubev
c4d1ae02
Optimize the volumetric lighting code
7 年前
Evgenii Golubev
7c8fbd71
Improve fog parametrization (+optimize)
Mean free path is now achromatic. All 4 scalar parameters can now be packed into a [0, 1] sRGB texture.
"Asymmetry" has been renamed to "anisotropy" in the UI (which is a more familiar term for artists).
7 年前
sebastienlagarde
c635afcd
Add multi bounce approximation on SSAO (Colored AO)
7 年前
sebastienlagarde
ed1cd58c
Add comment
7 年前
sebastienlagarde
05c7d851
Fix issue with last merge + make bent normal work
7 年前
Julien Ignace
d4b9dd15
Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting.
7 年前
Julien Ignace
9e3a6300
Fixed directional shadow for transparent shaders by adding the right defines.
7 年前
sebastienlagarde
ea1d4cf6
First draft for aniso as materialId
7 年前
sebastienlagarde
de20a534
HDRenderPipeline: Morework
7 年前
sebastienlagarde
9b64036d
Some code clean
7 年前
Julien Ignace
c4234616
Material Feature flags are now also used to statically remove code that is not needed in case there are 2 or more different materials in the same tile (thus preventing us from statically knowing the materialID)
7 年前
Julien Ignace
3961b899
Added missing usage of HasMaterialFeatureFlag
7 年前
Julien Ignace
bb02d156
Removed HasMaterialFeatureFlag where it was not needed.
7 年前
Julien Ignace
b497a9ed
Last missing bit... For real this time.
7 年前
Evgenii Golubev
2031a5f8
Correctly support light classification with precomputed lighting
7 年前
Evgenii Golubev
ea7abf4f
Remove clear coat from the list of materials classified for precomputed illumination
7 年前
Frédéric Vauchelles
90b2eb1e
Added refraction, roughness refraction and transparency absorption
7 年前
Frédéric Vauchelles
de4f8bc3
Reformatting
7 年前
Frédéric Vauchelles
589f93f7
Fixed: removed diffuse baked lighting with refraction
7 年前
Frédéric Vauchelles
4391f089
Use any to check out of bounds uvs
7 年前
Frédéric Vauchelles
6d0dcf41
Use // for comments
7 年前
Frédéric Vauchelles
0d950667
Removed Thickness parameter and set it to const value for ThinPlane mode
7 年前
Frédéric Vauchelles
5921acb7
Use LOAD_TEXTURE2D to get depth from depth pyramid, fixed roughness to mip level
7 年前
Frédéric Vauchelles
e2379f0b
Fixed wrong uvs
7 年前
Frédéric Vauchelles
7716558d
Use correct sampler for refraction, refactored PerceptualRoughnessToMipmapLevel
7 年前
Evgenii Golubev
e54f754a
Implement FastACosPos()
7 年前
Evgenii Golubev
8d403196
Merge branch 'Add-Per-Pixel-scale' of https://github.com/Unity-Technologies/ScriptableRenderLoop
7 年前
Evgenii Golubev
18b135d5
Improve the precision of the tangent vector stored within the G-buffer
7 年前
Evgenii Golubev
f916b05a
Add support for [-1, 1] anisotropy
7 年前
GitHub
5f570605
Merge pull request #456 from EvgeniiG/Unity-2017.3
Improve the precision of the tangent vector stored within the G-buffer
7 年前
Evgenii Golubev
c6261e9e
Optimize DisneyDiffuse()
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
GitHub
44197a4d
Merge pull request #460 from EvgeniiG/Unity-2017.3
Add support for [-1, 1] anisotropy
7 年前
Evgenii Golubev
00c2eb90
Clean up BSDF.hlsl
7 年前
Evgenii Golubev
dad8bfd5
Use the combined DV_SmithJointGGX() to compute D*Vis
7 年前
GitHub
8e0f168b
Merge pull request #463 from EvgeniiG/Unity-2017.3
Clean up and optimize the BSDF functionality
7 年前
Evgenii Golubev
eb6135db
Add minor fixes to the diffuse GGX code
7 年前
sebastienlagarde
3946f7cd
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-Per-Pixel-scale
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs
7 年前
GitHub
2002ee68
Merge pull request #466 from Unity-Technologies/Add-Per-Pixel-scale
Revamp of Parallax occlusoin mapping + depth offset
7 年前
sebastienlagarde
fe4b4964
Merge remote-tracking branch 'refs/remotes/origin/master' into Unity-2017.3
7 年前
Evgenii Golubev
86fe9ae4
Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Unity-2017.3
7 年前
Frédéric Vauchelles
0d10ebe3
Use LOAD_TEXTURE2D to get depth from depth pyramid, fixed roughness to mip level
7 年前
Frédéric Vauchelles
616439c9
Fixed wrong uvs
7 年前
Frédéric Vauchelles
8fa33755
Use correct sampler for refraction, refactored PerceptualRoughnessToMipmapLevel
7 年前
Sebastien Lagarde
6cc90b39
Clean unused file, generate correct file and fix editor issue for SSS
7 年前
Sebastien Lagarde
281e0be9
Optimize Sky case and setup new rules for projection and influence shape of reflection probe
- Add light type to evaluateBSDF_env prototype. This allow the compiler
to optimize the sky case.
- Clean unused code
- Put the constrain that shape influence and shape projection match and
that shape projection can be setup at infitinte to simulate no shape
projection (but keep influence)
7 年前
Sebastien Lagarde
ec73e7bd
Make evalue punctual bsdf prototype match area and env
7 年前
Sebastien Lagarde
a0915eb9
Move ambient occlusion code from LightingLoopContext to lit.hlsl
- rename ltc_linear_clamp_sampler and ltc_trilinear_clamp_sampler to
s_linear_clamp_sampler and s_trilinear_clamp_sampler
- remove ambient occlusion from LightingLoopContext as it should not be
here, and move it to EvalutePostBSDF
7 年前
Sebastien Lagarde
6c0c95bd
Add support for AOColor
- This need few test to found the correct formula compare to
GTAOMultiBounce
7 年前
Frédéric Vauchelles
722dee63
(wip) Prepass for transparent
7 年前
Frédéric Vauchelles
4ea18fae
Disable refraction for pre-transparents
7 年前
Frédéric Vauchelles
a8900815
Small fixes
7 年前
Frédéric Vauchelles
051c4673
Added refraction mask
7 年前
Frédéric Vauchelles
4ecf28cc
Refractored refraction keyword
7 年前
Evgenii Golubev
bcbeb41f
Add a new IBL hack for anisotropy
7 年前
Julien Ignace
4a214e97
- Fixed shader compilation errors on PS4
- Fixed auto-merge mistake
- Renamed blend mode to more artists friendly names and removed SoftAdd mode.
7 年前
Evgenii Golubev
e056ffd3
Clean up GetPreLightData() and rename 'preLambdaV' to 'partLambdaV'
7 年前
Julien Ignace
ded2da7e
Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_FogAndProceduralSky
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForward.hlsl
7 年前
Sebastien Lagarde
cd755f87
Add _SURFACE_TYPE_TRANSPARENT keyword (so fog work with rough refraction)
7 年前
sebastienlagarde
36c0ec18
Add _BLENDMODE_ACCURATE_LIGHTING keyword - change _ENABLE_FOG to _ENABLE_TRANSPARENT_FOG
- rename _LinearFogOoRange as _LinearFogOneOverRange
- add _BLENDMODE_ACCURATE_LIGHTING keyword
- change _ENABLE_FOG to _ENABLE_TRANSPARENT_FOG
- update test scene
- fix issue with refractoinMask not correct by default- rename
_LinearFogOoRange as _LinearFogOneOverRange
- add _BLENDMODE_ACCURATE_LIGHTING keyword
- change _ENABLE_FOG to _ENABLE_TRANSPARENT_FOG
- update test scene
7 年前
GitHub
f766c712
Merge pull request #507 from EvgeniiG/new_aniso_hack
Introduce a new anisotropy approximation
7 年前
sebastienlagarde
2d7cd1a1
HDRenderPipeline: Add comment on anisotropy to say it is eye-balled done
7 年前
Frédéric Vauchelles
1303cd7c
Keep only 2 refraction models: Plane and Sphere
7 年前
Evgenii Golubev
733171ce
Merge branch 'Unity-2017.3'
7 年前
Evgenii Golubev
d610a7cf
Implement multi-bounce GGX for direct lighting (no Fresnel yet)
7 年前
Frédéric Vauchelles
1e05f581
Merge Unity-2017.3
7 年前
Evgenii Golubev
76f9d00f
Implement Emmanuel's energy compensation method
7 年前
Evgenii Golubev
5447c95b
Clean up multi-bounce GGX code
7 年前
Evgenii Golubev
00426d96
Change the formulation of the FGD term
7 年前
Evgenii Golubev
7ddb7cdc
Switch to Emmanuel's version of MS energy compensation
7 年前
Evgenii Golubev
1d0daac6
Disable Lambert
7 年前
Evgenii Golubev
076b2e63
Remove a duplicate multiplicative term
7 年前
Frédéric Vauchelles
977bf6d0
Refactored refraction mask as opacity mask
7 年前
Frédéric Vauchelles
3342b048
(wip) refraction box model
7 年前
Frédéric Vauchelles
b1d90f15
Renamed opacity mask to transmittance mask
7 年前
GitHub
8f4af1c6
Merge pull request #522 from EvgeniiG/multi_bounce_ggx
Implement energy compensation for metallic GGX
7 年前
Evgenii Golubev
531047c5
Improve the quality of the FDG texture
7 年前
Evgenii Golubev
9968e7e6
Improve the remapping of the FGD texture
7 年前
sebastienlagarde
bcd7b928
HDRenderPipeline: Add debug mode for SSAO/GTAO
7 年前
GitHub
d4f061ad
Merge pull request #527 from EvgeniiG/Unity-2017.3
Fix small issues with the Disney Diffuse BRDF
7 年前
Sebastien Lagarde
935bfd9b
HDRenderPipeline: Refactor LightLoop glue code
- add a "Lighting" structure in material that replace LightAccumulator
- use it in all prototype
- Material now apply the weights
7 年前
Sebastien Lagarde
aab7798a
HDRenderPipeline: Add refraction cubemap support
- Just a draft, don't work correctly
7 年前
Sebastien Lagarde
c368db5a
HDRenderPipeline: Add support for light specular color tint
7 年前
sebastienlagarde
1d286a5e
Refactor after feedback of the PR
7 年前
sebastienlagarde
bc558cb7
HDRenderPipeline: Rename ImageBasedLighting to IndirectLighting
7 年前
sebastienlagarde
c0b5b529
HDRenderPipeline: Fix issue with accumate light not accumulating correctly
7 年前
sebastienlagarde
e2537ce0
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-refraction-cubemap-support
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
7 年前
Evgenii Golubev
29a7411c
Apply the albedo during lighting only once in PostEvaluateBSDF()
7 年前
Frédéric Vauchelles
98192c93
Refactored refraction code with cubemap support
7 年前
Frédéric Vauchelles
010f7eaf
Moved related data to preLightData
7 年前
Evgenii Golubev
a88795d9
Improve support of transmission for Disney Diffuse
7 年前
Frédéric Vauchelles
3e16250f
Syntax fixes
7 年前
Sebastien Lagarde
816098d9
Update all shaders
7 年前
GitHub
e16e3030
Merge pull request #537 from EvgeniiG/Unity-2017.3
Apply the albedo during lighting only once
7 年前
Evgenii Golubev
c7cb0506
Add a copy-free fast path for the Disney SSS
7 年前
GitHub
3f66af34
Merge pull request #545 from EvgeniiG/Unity-2017.3
Improve subsurface scattering
7 年前
sebastienlagarde
3162b59f
HDRenderPipeline: Add transmission color
- Add transmission color texture
- Add approximation for energy conservation with fresnel term
- Add unity for thickness
7 年前
Sebastien Lagarde
24756a33
HDRenderPipeline: Remove unused code
7 年前
Sebastien Lagarde
2448888d
HDRenderPipeline: Minor improvement + code cleanup
- update the roughness remapping of refraction to better match
reflection probe
7 年前
Evgenii Golubev
2be2153d
Move the volumetric lighting code to another branch
7 年前
Evgenii Golubev
c212b126
Clean up the volumetric lighting code
7 年前
sebastienlagarde
a1929730
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into YibingProject
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Material/Character.meta
# Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/ComplexMaterial/Textures.meta
# Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0xxx.meta
7 年前
Evgenii Golubev
703152bd
Replace GetViewShiftedNormal() with GetViewReflectedNormal()
7 年前
Evgenii Golubev
a6673bac
Rename ComputeTransmittance() to ComputeTransmittanceDisney()
7 年前
sebastienlagarde
0551bd40
Fix issue with anisotropic highlight
7 年前
sebastienlagarde
5b949fe6
HDRenderPipeline: Fix typo with parenthesis
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
GitHub
14465041
Merge pull request #564 from EvgeniiG/Unity-2017.3
Manually optimize exp()
7 年前
Evgenii Golubev
6e30e2d6
Merge branch 'Unity-2017.3'
7 年前
Evgenii Golubev
9783eca4
Pass the parameter under a different name for symmetry
7 年前
Evgenii Golubev
b452c309
Merge branch 'Unity-2017.3'
7 年前
Evgenii Golubev
4e43b0ab
Add volumetrics to the HDRI sky
7 年前
Evgenii Golubev
43d373d4
TODO: should we divide by ray segment length?
7 年前
Evgenii Golubev
adf10ea1
Fix SSS-related integer passing to the shader system
7 年前
Evgenii Golubev
d1c74bcb
Merge branch 'master'
7 年前
Evgenii Golubev
d4501639
Clean up
7 年前
Evgenii Golubev
13210372
Use macros instead of directly referencing matrix variables
7 年前
Evgenii Golubev
a3165a72
Merge branch 'master'
7 年前
Evgenii Golubev
9caf6678
Rename Sqr() to Sq(): SQ = SQuare. SQRT = SQuareRooT
7 年前
Sebastien Lagarde
bb966f19
HDRenderPipeline: Fix various warning + Add versionning to HDAdditionalData
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
88791113
Replace FLT_SMALL with FLT_EPSILON
7 年前
Evgenii Golubev
4a50580e
Rename Sqr() to Sq(): SQ = SQuare. SQRT = SQuareRooT
7 年前
sebastienlagarde
43c10ade
HDRenderPipeline: Added screen position parameter to GBuffer function
- This allow to do some gbuffer encoding/decoding function with
checkboard pattern
- Update the GBuffer macro accordingly
7 年前
GitHub
c646275f
Merge pull request #588 from EvgeniiG/master
Improve HLSL macros
7 年前
Evgenii Golubev
7b797ff7
Merge branch 'master'
7 年前
Peter Bay Bastian
85e38a3c
Merge branch 'master' into shader-include-paths-2
7 年前
GitHub
aedd4444
Add a TODO
7 年前
Evgenii Golubev
6f8ec8c3
Global rename: 'depthRaw' -> 'deviceDepth', 'depthVS -> linearDepth'
7 年前
Evgenii Golubev
87e85612
Refactor math constant defines
7 年前
sebastienlagarde
b110295c
HDRenderPipeline: Fix issue with ambient occlusoin and transparent
7 年前
Evgenii Golubev
8ed2bde7
Refactor directional and punctual light code
7 年前
Evgenii Golubev
6e123ad4
Remove zero-initialization of PreLightData
7 年前
GitHub
5ed9240c
Merge pull request #605 from Unity-Technologies/Fix-issue-with-ambient-occlusoin-and-transparent
HDRenderPipeline: Fix issue with ambient occlusoin and transparent
7 年前
Evgenii Golubev
594c4768
Multiple bugfixes for transmission
7 年前
GitHub
d6a58e9c
Merge pull request #594 from EvgeniiG/master
Reduce the number of dependent texture reads for SSS
7 年前
GitHub
1392a5c1
Fix a comment
7 年前
Evgenii Golubev
93a7de37
Remove EvaluateBSDF_Area()
BEFORE
; Disassembly for GCN (Pitcairn)
; -------- Statistics ---------------------
; SGPRs: 100 out of 104 used
; VGPRs: 156 out of 256 used
; LDS: 0 out of 32768 bytes used
; 0 bytes scratch space used
; Instructions: 2652 ALU, 178 Control Flow, 78 TFETCH
AFTER
; Disassembly for GCN (Pitcairn)
; -------- Statistics ---------------------
; SGPRs: 100 out of 104 used
; VGPRs: 156 out of 256 used
; LDS: 0 out of 32768 bytes used
; 0 bytes scratch space used
; Instructions: 2651 ALU, 160 Control Flow, 82 TFETCH
There are 2 extra texture fetches (at the end of one of the area light loops) rather than 4 - the statistics are being pessimistic. These are repeated texture fetches and are a 100% cache hit.
7 年前
Evgenii Golubev
fb4e09f9
Optimize punctual light evaluation by having an inlined function per light type
7 年前
Evgenii Golubev
3367958a
Optimize EvaluateCookie_Punctual()
7 年前
GitHub
ed6efcd7
Merge pull request #608 from EvgeniiG/master
Refactor directional and punctual light code
7 年前
GitHub
5cadd592
Merge pull request #610 from EvgeniiG/master
Bugfix transmission
7 年前
GitHub
ecc5d681
Merge pull request #615 from EvgeniiG/master
Clean up TilePassLoop and update the MultiLight profiling test
7 年前
Evgenii Golubev
0ed1b80b
Global rename
positionSS -> positionNDC
unPositionSS -> positionSS
unTileCoord -> tileCoord
ComputeScreenSpacePosition() -> ComputeNormalizedDeviceCoordinates()
7 年前
Evgenii Golubev
40cfe5f3
Reintroduce EvaluateBSDF_Area()
7 年前
Frédéric Vauchelles
266485f6
[Refraction] Fix refraction sampling
7 年前
Evgenii Golubev
f3c7dd5c
Optimize divergent execution of the anisotropic GGX
If the tile has any pixels with anisotropic GGX, we evaluate the entire tile with anisotropic GGX rather than first evaluating pixels with anisotropic GGX and then pixels with isotropic GGX.
Before
; --- Statistics for Deferred.compute on GCN (Pitcairn) ---
; SGPRs: 92 out of 104 used
; VGPRs: 128 out of 256 used
; LDS: 0 out of 32768 bytes used
; 0 bytes scratch space used
; Instructions: 2676 ALU, 183 Control Flow, 50 TFETCH
After
; --- Statistics for Deferred.compute on GCN (Pitcairn) ---
; SGPRs: 94 out of 104 used
; VGPRs: 128 out of 256 used
; LDS: 0 out of 32768 bytes used
; 0 bytes scratch space used
; Instructions: 2583 ALU, 183 Control Flow, 50 TFETCH
7 年前
GitHub
8237c917
Add a comment
7 年前
Evgenii Golubev
3855ba0c
Remove redundant normalization
7 年前
Evgenii Golubev
8ee2d44f
Merge 'master'
7 年前
GitHub
e637d98f
Merge pull request #618 from Unity-Technologies/fix/refractionSampling
[Refraction] Fix refraction sampling
7 年前
Julien Ignace
5a107310
Renamed TilePass to LightLoop
7 年前
Evgenii Golubev
a38815ea
Remove unused variable
7 年前
Evgenii Golubev
5ed87a9c
Optimize anisotropic GGX
7 年前
Evgenii Golubev
613d7de3
Reduce the number of feature variants from 27 to 14
7 年前
Julien Ignace
92a18712
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RenameTilePass
# Conflicts:
# SampleScenes/HDTest/GraphicTest/RealtimeCubemaps/LightingData.asset
# SampleScenes/HDTest/GraphicTest/RealtimeCubemaps/ReflectionProbe-1.exr
# SampleScenes/HDTest/GraphicTest/RealtimeCubemaps/ReflectionProbe-2.exr
# ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
7 年前
Evgenii Golubev
41563dba
Scalarize SSS transmission
7 年前
Sebastien Lagarde
0cdbadfa
First draft
7 年前
Sebastien Lagarde
4a7f92da
HDRenderPipeline: Remove SHADEROPTIONS_PACK_GBUFFER_IN_U16
7 年前
Evgenii Golubev
228fd56b
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline
7 年前
Sebastien Lagarde
2d0640a5
Draft 2
7 年前
Evgenii Golubev
a79cfd1d
Remove 'bsdfData.roughness'
7 年前
Evgenii Golubev
0d034a4a
Re-enable clear coat
7 年前
Evgenii Golubev
05dd6085
Revert the change to feature variants
7 年前
sebastienlagarde
b0813df9
Merge remote-tracking branch 'refs/remotes/origin/master' into Support-forward-SSS
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
7 年前
Evgenii Golubev
20d1b1c5
Replace 'useThinObjectMode' with 'useThickObjectMode'
7 年前
Sebastien Lagarde
240bc3d1
first compiling version
7 年前
Evgenii Golubev
651c0d2c
Add shadowing to the regular ("thick object") transmission mode
7 年前
Evgenii Golubev
b1d23f43
Fix the bug which caused overwriting the base color and F0
7 年前
Evgenii Golubev
1909de0c
Avoid a sqrt()
7 年前
Sebastien Lagarde
414e5846
Merge remote-tracking branch 'refs/remotes/origin/master' into Support-forward-SSS
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/LightLoop.cs
# ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
7 年前
Sebastien Lagarde
d1ee0342
minor adjustement
7 年前
Evgenii Golubev
a7859570
Merge branch 'master' of https://github.com/EvgeniiG/ScriptableRenderLoop
7 年前
Evgenii Golubev
b5ba35ad
Clean up the code which fills BSDFData
7 年前
Evgenii Golubev
c011fcdd
Use the sampler to clamp the directional light cookie to border
7 年前
Evgenii Golubev
2bb69649
Remove cookie alpha channel support
7 年前
GitHub
42e2473c
Flatten scalarized transmission to remove the branch
7 年前
GitHub
8f12064e
Merge pull request #648 from EvgeniiG/master
Use the sampler to clamp the directional light cookie to border
7 年前
Evgenii Golubev
81d62eb8
Merge branch 'master'
7 年前
Evgenii Golubev
11755834
Add #define USE_DEFERRED_DIRECTIONAL_SHADOWS
7 年前
Evgenii Golubev
20b14f95
Merge branch 'master' of https://github.com/EvgeniiG/ScriptableRenderLoop into volumetrics
7 年前
Evgenii Golubev
e070046d
WIP
7 年前
sebastienlagarde
01cc98f1
Move light function to LightEvaluation.hlsl file
7 年前
Evgenii Golubev
66b71b35
Remove TilePass.hlsl
7 年前
Evgenii Golubev
d643613c
Move #include "LightEvaluation.hlsl" back to Lit.hlsl
7 年前
Evgenii Golubev
f0008026
Move the samplers from Lit.hlsl to ShaderVariables.hlsl
7 年前
Evgenii Golubev
804b5a95
Move #include "LightEvaluation.hlsl" again
7 年前
GitHub
fa86d839
Fix anisotropic IBL
7 年前
Evgenii Golubev
33d14b62
Share the light loop code
7 年前
Evgenii Golubev
d1b5d0f0
Fix parameter order of BFE
7 年前
Sebastien Lagarde
30b2b456
Add Fresnel term to SSS profile
7 年前
GitHub
104d6424
Optimize for a dumb compiler (need to profile)
7 年前
Evgenii Golubev
effdbb9c
Merge branch 'master'
7 年前
Evgenii Golubev
7779e807
Merge branch 'master'
7 年前
Frédéric Vauchelles
64704f00
Lerp sampling direction for environment lighting with roughness
7 年前
Frédéric Vauchelles
0cd861ee
[ReflectionProbe] Added dimmer
7 年前
sebastienlagarde
f024fc40
HDRenderPipeline: Add some comment for reflection cubemap
7 年前
Frédéric Vauchelles
d18ad97e
[ReflectionProbeEditor] (wip) influence normal volume
7 年前
Frédéric Vauchelles
b8ba7123
[ReflectionProbeEditor] (wip) Blend distance per face
7 年前
Frédéric Vauchelles
29a1150a
[ReflectionProbeEditor] Added influence blend mode per cube face
7 年前
Frédéric Vauchelles
1b9fa715
[ReflectionProbeEditor] Updated influence fade per face for box
7 年前
Frédéric Vauchelles
1a567e02
[ReflectionProbeEditor] refactor and influence normal
7 年前
Evgenii Golubev
2e30e761
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into volumetrics
7 年前
Frédéric Vauchelles
aca3740a
[ReflectionProbeEditor] Sphere blend normal support
7 年前
Frédéric Vauchelles
ce05c4be
[ReflectionProbeEditor] Fixed blend normal
7 年前
Frédéric Vauchelles
94157188
[ReflectionProbeEditor] Added define to toggle features
7 年前
Evgenii Golubev
b2d2386b
Make the Shader Library less real
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
sebastienlagarde
15efd9d7
Merge branch 'master' into Convert-shaderLibrary-to-half-float-support
7 年前
Frédéric Vauchelles
e239e312
Merge branch 'master' into feature/ReflectionProbeEditor
7 年前
Frédéric Vauchelles
a2d9701f
[ReflectionProbeEditor] Cleaned defines for reflection probe
7 年前
Frédéric Vauchelles
ec890f85
[ReflectionProbeEditor] Renamed innerDistance to influenceExtents
7 年前
Sebastien Lagarde
6c6064fb
Push draft
7 年前
Sebastien Lagarde
50cdefa9
second draft
7 年前
Sebastien Lagarde
c514f914
first compile version
7 年前
Sebastien Lagarde
5f221118
Fix other compil issue
7 年前
sebastienlagarde
b9b30507
Merge remote-tracking branch 'refs/remotes/origin/master' into Convert-shaderLibrary-to-half-float-support
7 年前
sebastienlagarde
87474f24
Change selection of SSS method from dynamic to static
7 年前
Sebastien Lagarde
24ac5a9e
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-ClearCoat
7 年前
Sebastien Lagarde
72d32af8
Add correct handling of Fresnel0 for interface
7 年前
Sebastien Lagarde
0aa35166
Additional comment
7 年前
Sebastien Lagarde
a2cc84e0
More work
7 年前
sebastienlagarde
2ddc8053
More update
7 年前
lyndon homewood
064d57c1
Merge branch 'feature/mip-debug' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into feature/mip-debug
# Conflicts:
# ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl
7 年前
Evgenii Golubev
c86b3214
Merge branch 'master'
7 年前
Sebastien Lagarde
3900cf36
More cheaper version of clear coat
7 年前
Evgenii Golubev
51cdd667
Move some files
7 年前
Sebastien Lagarde
62376c50
Some cleanup
7 年前
Sebastien Lagarde
fd633789
Fix latest issue, working version
7 年前
Sebastien Lagarde
97ec6d6c
Update clearCoat for area light
7 年前
Evgenii Golubev
0666c94b
Rename intersection functions for consistency
7 年前
Sebastien Lagarde
ef3442e8
HDRenderPipeline: move InfluenceFadeNormalWeight to shader library
7 年前
Sebastien Lagarde
f5d30079
Minor draft
7 年前
Sebastien Lagarde
c3a7633d
Rename SubsurfaceProfile to DiffusionProfile and SubsurfaceRadius to SubsurfaceMask
7 年前
Sebastien Lagarde
a8ab890d
Rename SubsurfaceScattering Settings/Editor to DiffusionProfile + various file renaming/moving
7 年前
Sebastien Lagarde
e059a00a
Merge remote-tracking branch 'refs/remotes/origin/master' into Refactor-GBuffer-with-material-feature
7 年前
Sebastien Lagarde
814bb007
Decouple SSS and Transmission option
Rename EnableSSSAndTransmission as EnableSubsurfaceScattering and
EnableTransmission
Note: Disabling Transmission doesn't save the ALU if it is enabled in
the profile
+ Add supportSubsurfaceScattering in UI
+ Small cosmetic rearrangement at the beginning of lit.hlsl
7 年前
Sebastien Lagarde
eb916f23
More draft
7 年前
Sebastien Lagarde
f2d69eb4
Merge remote-tracking branch 'refs/remotes/origin/master' into Refactor-GBuffer-with-material-feature
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/FrameSettingsUI.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/SerializedFrameSettings.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDStringConstants.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/FrameSettings.cs
7 年前
Sebastien Lagarde
9b6e633d
Push rework of lit.hlsl
7 年前
Sebastien Lagarde
954c5b6d
Update material classification table
7 年前
Sebastien Lagarde
7162db83
Fix various compilation issue
7 年前
Frédéric Vauchelles
3e63b300
[PlanarReflection] (wip) refactoring projection volume in light loop
7 年前
sebastienlagarde
a40f534c
Correct based on various feedback
7 年前
Frédéric Vauchelles
1279bb4e
[PlanarReflection] (wip) refactoring of projection environments
7 年前
Frédéric Vauchelles
a0451785
[PlanarReflection] (wip) refactoring env lights
7 年前
sebastienlagarde
6a8cf97f
use transmission tint to disable transmittance instead of adding a multiplier
7 年前
sebastienlagarde
86b8e3ad
Fix warning and profile issue
7 年前
sebastienlagarde
fa1e2b55
Various renaming
7 年前
Evgenii Golubev
7e74580b
Merge branch 'master'
7 年前
sebastienlagarde
5c547120
encode/decode in gamma20 for specular color
7 年前
sebastienlagarde
18751bdf
Fix issue with coat mask
7 年前
Sebastien Lagarde
64caa505
Fix last issues, now pass green test and working material classification
7 年前
Sebastien Lagarde
81447eb1
fix typo in transparentSMipLevel
7 年前
sebastienlagarde
97898a85
Move everything to bitfield
7 年前
sebastienlagarde
a2a58729
Fix issue with anisotropy/ Now everything is fined
7 年前
sebastienlagarde
66dc8de5
Update comment
7 年前
Sebastien Lagarde
556fd07b
Fix bug with transmission
7 年前
Sebastien Lagarde
94a0c2bd
Move back _EnableSubsurfaceScattering (must be generic and not link to a material)
7 年前
Sebastien Lagarde
65173ac3
draft
7 年前
sebastienlagarde
454a646d
update code based on feedback
7 年前
sebastienlagarde
3ba5f5fc
Merge remote-tracking branch 'refs/remotes/origin/master' into Refactor-GBuffer-with-material-feature
7 年前
Frédéric Vauchelles
790cee43
Merge branch 'master' into feature/PlanarReflection
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
7 年前
Frédéric Vauchelles
5442aee1
[PlanarReflection] parameter renaming
7 年前
Evgenii Golubev
3c38c6a1
Allow the compiler to pull the load outside of the loop
7 年前
Evgenii Golubev
4ffd086a
Save 2x instructions on saturate()
7 年前
Frédéric Vauchelles
a8f2aaf5
[PlanarReflection] (wip) box projection issue
7 年前
Evgenii Golubev
64b8ec4c
Convert thickness to world units and account for the transmission mode
7 年前
Frédéric Vauchelles
726cdc40
[PlanarReflection] projection fixes
7 年前
Evgenii Golubev
61786b80
Optimize material classification for uniform feature evaluation
7 年前
Evgenii Golubev
6cda90aa
Rename HasMaterialFeatureFlag() to HasFeatureFlag()
7 年前
Evgenii Golubev
2ceb2598
Simplify DecodeFromGBuffer()
7 年前
Sebastien Lagarde
f97342c5
Merge remote-tracking branch 'refs/remotes/origin/master' into feature/mip-debug
7 年前
Evgenii Golubev
f96d9802
Optimize metallic and fix clear coat
7 年前
Evgenii Golubev
83cff96d
Remove attenuation of box lights and massage the code a bit
7 年前
Evgenii Golubev
449dff45
Better optimize at compile-time
7 年前
GitHub
2e07df5e
Update PixelHasSubsurfaceScattering()
7 年前
Evgenii Golubev
2680050a
Optimize attenuation functions for ALU
7 年前
Evgenii Golubev
64691f5a
Fix metallic for SSS
7 年前
Evgenii Golubev
4f5f83bb
Add a warning regarding the thickness displacement
7 年前
Frédéric Vauchelles
6611be52
[PlanarReflection] Update planar sampling
7 年前
Evgenii Golubev
77f9f167
Merge branch 'master'
7 年前
Evgenii Golubev
61c099cd
Fix the attenuation bug
7 年前
Evgenii Golubev
bced5c18
Fix the spec color mode
7 年前
Evgenii Golubev
be59f96a
Address the PR feedback
7 年前
sebastienlagarde
d1c884e4
Add Lux meter debug mode
7 年前
GitHub
757b8673
Fix deferred anisotropy
7 年前
sebastienlagarde
0a28696e
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-physical-Light-unit-2
7 年前
Evgenii Golubev
dec1d789
Encode 'perceptualRoughness' in 10 bit
7 年前
Frédéric Vauchelles
86df6636
Merge master
7 年前
Frédéric Vauchelles
0f4291cb
[PlanarReflection] (wip) simple reflection
7 年前
Evgenii Golubev
efb1bde0
Store the tangent vector in 11 bits
7 年前
Frédéric Vauchelles
89777ddd
[PlanarReflection] (wip) fixing planar probe projection
7 年前
Frédéric Vauchelles
92bcb4ea
[PlanarReflection] (wip) fixing planar probe projection
7 年前
Evgenii Golubev
da7a810e
Re-add PackNormalOctQuadEncode()
7 年前
Frédéric Vauchelles
c813f01f
[PlanarReflection] fixes
7 年前
Evgenii Golubev
b65c1753
Reduce the register pressure when setting the frame
7 年前
Evgenii Golubev
585ef2d6
Remove redundant ALU
7 年前
Sebastien Lagarde
60ce8240
Minor fix
7 年前
Frédéric Vauchelles
ca10cd2f
Merge
7 年前
GitHub
3fc9fef0
Merge pull request #824 from EvgeniiG/master
Store the tangent vector in 11 bits
7 年前
GitHub
1fdcb6a3
Make line lights work without range attenuation
7 年前
Evgenii Golubev
8432b6cc
Update the G-Buffer layout
https://docs.google.com/spreadsheets/d/1-85pJ1w7elwIMKR7HQmQGaekoZuPwHvlkusFrkRTstw/edit?usp=sharing
7 年前
Frédéric Vauchelles
5f6876d6
Merge branch 'master' into feature/PlanarReflection
7 年前
sebastienlagarde
f93d0245
Fix typo in material feature SSS
7 年前
Frédéric Vauchelles
9a41a6d7
[PlanarReflections] Small fixes
7 年前
Frédéric Vauchelles
c423498c
[PlanarReflection] use alpha in sample env for weight
7 年前
Evgenii Golubev
5e4b9186
Fix tangent vector unpacking
7 年前
Evgenii Golubev
4762c664
Fill the diffusion profile in the BSDFData
7 年前
GitHub
bb5db01e
Merge pull request #835 from EvgeniiG/opt_ps4_2018_01
Update the G-Buffer layout
7 年前
sebastienlagarde
55b8c071
Add various comment and init Fresnel0 and SubsurfaceMask
- Add various comment
- Add setup of Fresnel0 in transmission (in addition to SSS)
- Remove the call to DecodeFromSSSBuffer and init SubsurfaceMask instead
- Rename all packInt function to PackUint
7 年前
Evgenii Golubev
6f67ae21
Avoid explicitly using `roughness` in the IBL code
Doesn't seem to help as the compiler still caches roughness, but it's a start.
7 年前
Sebastien Lagarde
541ff0be
Split transmission and SSS
- Move IOR field to both transmission and specular
- Split transmission and SSS
- Still need to add the UI in the Lit/layeredLit interface
7 年前
Sebastien Lagarde
07354cce
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-SSS-and-transmission
7 年前
Sebastien Lagarde
2624fe5f
HDRenderPipeline: Handle UINT_MAX case of materialFeatures
- This should increase performance for deferred.shader and also allow to
debug material feature in the Gbuffer
7 年前
Sebastien Lagarde
3fcd02ac
Update material feature debuggin
- Init materialFeatures during GBuffer pass to
MATERIALFEATUREFLAGS_LIT_STANDARD for coherency
- override output of materialFeatures in debug to be readable by color
picker
7 年前
Sebastien Lagarde
b9df7908
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-material-features-performance-
7 年前
Sebastien Lagarde
a5003db5
Merge remote-tracking branch 'refs/remotes/origin/master' into feature/PlanarReflection
7 年前
Sebastien Lagarde
7d15e152
Update comment + rename packUint to PackInt function
7 年前
Sebastien Lagarde
b3dc8b9c
fix issue, was not working
7 年前
Frédéric Vauchelles
df67690c
[PlanarRelfection] Fixed projection for plaanr reflection, added debug mode for proxy volumes
7 年前
Frédéric Vauchelles
3811cdc8
[PlanarReflection] Fixed sampling on invalid direction
7 年前
Frédéric Vauchelles
804647ce
[PlanarReflection] Moved reflection files in Reflection folder
7 年前
Frédéric Vauchelles
c2dbc138
[PlanarReflection] Renamed to influence space
7 年前
Frédéric Vauchelles
504ba0e9
[PlanarProbes] Packed env light data and env proxy data
7 年前
sebastienlagarde
174630e7
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-physical-Light-unit-2
7 年前
Frédéric Vauchelles
d6743fba
Merge branch 'master' into feature/PlanarReflection
7 年前
Frédéric Vauchelles
4ad995e4
[PlanarProbe] (wip) packing envlightdata structure
7 年前
Frédéric Vauchelles
eff3ca9e
[PlanarProbe] (wip) packing envlightdata structure
7 年前
Julien Ignace
39692887
- Fixed Gaussian/Depth pyramid rendering and debug
- Fixed various Blit related issues related to target scaling.
7 年前
Frédéric Vauchelles
122c5ff4
[PlanarReflection] small fixes
7 年前
Frédéric Vauchelles
d9fd9f38
[PlanarReflection] Refactored custom getters and setters
7 年前
Frédéric Vauchelles
b4cc081b
[PlanarReflection] Add debug mode on both planar and reflection probe
7 年前
sebastienlagarde
a762caad
Remove transmission mode, now there is only two (and no none mode)
7 年前
Frédéric Vauchelles
8d36c467
(wip) Screen Space raymarching for hit projection
7 年前
Sebastien Lagarde
3c196d9b
Add missing subsurfaceMask > 0 test in case of transmission only
7 年前
Sebastien Lagarde
1947a858
Fix clear coat coarse energy conservation
7 年前
Frédéric Vauchelles
f84484dc
[ScreenSpaceProjection] added debug modes
7 年前
Sebastien Lagarde
0697b83f
Fix another issue with coatmask not apply on fresnel0
7 年前
Sebastien Lagarde
3cdc6c4e
Pack normal on 1212bit in 888
7 年前
sebastienlagarde
9afa4d41
First draft
7 年前
sebastienlagarde
8d855c64
try to compile
7 年前
Sebastien Lagarde
2e3d9603
update comment
7 年前
Julien Ignace
950b560d
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RTRefactoring
# Conflicts:
# ScriptableRenderPipeline/Core/CoreRP/CoreUtils.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.asset
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs
7 年前
sebastienlagarde
83b753ad
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-physical-Light-unit-2
7 年前
Frédéric Vauchelles
672c909b
Merge branch 'master' into feature/ScreenSpaceProjection
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/SceneViewDrawMode.cs.meta
# Tests/Scripts/Editor/GraphicTests/Framework/TestResultWindow.cs.meta
7 年前
Sebastien Lagarde
eca15a2d
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-material-features-performance-
7 年前
sebastienlagarde
fc1dcdf1
HDRenderPipeline: update
7 年前
sebastienlagarde
b8d92693
Remove unsued code in lit.hlsl
7 年前
sebastienlagarde
b8604365
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-material-features-performance-
7 年前
sebastienlagarde
0f03cddd
Update + comment
7 年前
Julien Ignace
85039c4d
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RTRefactoring
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugFullScreen.shader
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
7 年前
Julien Ignace
a4625b1c
Fixed Depth/Color pyramid after last merge
7 年前
Sebastien Lagarde
1e28cf53
change clampNdotV and only affect BSDF (i.e only analytic specular)
7 年前
Sebastien Lagarde
ec5aa695
test
7 年前
Sebastien Lagarde
a8ca73e1
test2
7 年前
Evgenii Golubev
19824028
Use ClampNdotV() everywhere except where vector addition/subtraction is involved
7 年前
Julien Ignace
c81b04cf
Gaussian/Depth pyramids now allocate buffers with next power of two size (to account for platforms where NPOT RenderTexture Mips are not supported yet)
7 年前
Evgenii Golubev
88a993dd
Store SSS flags inside bsdfData.materialFeatures
7 年前
Evgenii Golubev
7f5a785a
Use bsdfData.materialFeatures to store the transmission mode
7 年前
Julien Ignace
bcdb94ce
Added comment
7 年前
Frédéric Vauchelles
78ba9e5b
Merge master
7 年前
Frédéric Vauchelles
17eb7e3c
[ScreenSpaceTracing] (wip) step by step debugging
7 年前
Frédéric Vauchelles
ea404593
[ScreenSpaceTracing] (wip) step by step debugging
[ScreenSpaceTracing] (wip) step by step debugging
7 年前
Frédéric Vauchelles
210bb00c
(wip) screen space tracing debug
7 年前
sebastienlagarde
9801577c
Change code generation to allow multiple debug case for the same field. allow debug view normal
7 年前
Sebastien Lagarde
106566dc
Update the UI for iridescence
7 年前
Sebastien Lagarde
89523a68
First non working but compiling draft
7 年前
Sebastien Lagarde
e2c88f24
update code
7 年前
sebastienlagarde
301dbf72
Merge remote-tracking branch 'refs/remotes/origin/master' into Improve-normal-shading
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
sebastienlagarde
faa305c5
HDRenderPipeline: Move code
7 年前
Frédéric Vauchelles
3c9e76d4
Merging SSRefraction and SSReflection functions
7 年前
Evgenii Golubev
070349c8
Merge branch 'master'
7 年前
sebastienlagarde
a450e83a
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-physical-Light-unit-2
7 年前
GitHub
fd6b2f42
Merge pull request #939 from Unity-Technologies/feature/MergeSSRefractionAndSSReflection
Merging SSRefraction and SSReflection functions
7 年前
Evgenii Golubev
1f7761a4
Use ShouldOutputSplitLighting() for material abstraction
7 年前
GitHub
dc676759
Merge pull request #940 from EvgeniiG/fix_sss_radius_bug
Fix SSS radius bug (+ misc changes)
7 年前
Sebastien Lagarde
a60a0d5a
Merge remote-tracking branch 'refs/remotes/origin/master' into support-iridescence
7 年前
Sebastien Lagarde
dae7599d
Remove modification on convertSurfaceDataToBSDFData and EncodeToGBuffer
7 年前
Sebastien Lagarde
2ad2a458
Update IOR to be a mask map
7 年前
Sebastien Lagarde
fe80ebe2
Added comment
7 年前
Sebastien Lagarde
45283ab4
Adress iridescence PR feedback
7 年前
Sebastien Lagarde
455d8e33
Fixing compile issue
7 年前
uygar
275279fa
Introduced new macros for flow control attributes.
7 年前
Sebastien Lagarde
12e75cd5
Moreconversion
7 年前
sebastienlagarde
e347d974
Merge remote-tracking branch 'refs/remotes/origin/master' into shadows-biasing
7 年前
Evgenii Golubev
c249e283
Implement the initial version of auto-thickness
7 年前
sebastienlagarde
30f4fe0f
Fix reference area light mode
7 年前
GitHub
9961a78b
Merge pull request #997 from EvgeniiG/auto_thickness
Implement the initial version of auto-thickness
7 年前
Evgenii Golubev
54ddb928
Improve the quality of the auto-thickness results
7 年前
Evgenii Golubev
021ed220
Rename auto thickness to mixed thickness
7 年前
Evgenii Golubev
46f87a0c
Rename
7 年前
Evgenii Golubev
d474e7e5
Always use wrapped NdotL for transmission
7 年前
Evgenii Golubev
6f21cb07
Implement an approximation for mixed-mode transmission
7 年前
Evgenii Golubev
3e0ba18e
Use the full Disney formulation for transmission
7 年前
Evgenii Golubev
8b36e2c8
Remove fixed-mode transmittance evaluation from directional lights
7 年前
Evgenii Golubev
c1b1ac91
Properly disable mixed thickness mode for directional lights
7 年前
Evgenii Golubev
422e0f93
Optimize
7 年前
Evgenii Golubev
a2909c99
Fix the shadow index bug
7 年前
sebastienlagarde
76abe74c
Revert modification of lightdefinition for envlight
This isn't necessary and need to be change before users start to do
modification
7 年前
sebastienlagarde
115e53ee
Revert modification of lightdefinition for envlight
This isn't necessary and need to be change before users start to do
modification
7 年前
Robert Srinivasiah
86c87d66
Prelim work on pyramid generation
I need to fix the size and some of the compute work when generating the gaussian pyramids
7 年前
uygar
dacd5144
Fixed shadow related errors caused by changeing atlas creation code.
7 年前
sebastienlagarde
5fd3f1bf
Fix typo in GetBakedDiffuseLigthing => GetBakedDiffuseLighting
7 年前
sebastienlagarde
95bb4dec
- Fixed reflection probe dimmer for automotive
- Fixed null reference exception in sky manager.
7 年前
Evgenii Golubev
720c8a19
Merge branch 'master'
7 年前
sebastienlagarde
b9df98fe
Fix typo in GetBakedDiffuseLigthing => GetBakedDiffuseLighting
7 年前
Julien Ignace
f0c93c99
- Fixed reflection probe dimmer for automotive
- Fixed null reference exception in sky manager.
7 年前
Sebastien Lagarde
21ac0b31
Fix warning in shader
7 年前
Frédéric Vauchelles
d1dfdb4e
Merge branch 'master' into feature/ScreenSpaceProjection
# Conflicts:
# SampleScenes/HDTest/PlanarReflectionTests.unity
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/LightingDebugPanel.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
7 年前
Frédéric Vauchelles
080df525
Fixed indentation
7 年前
Frédéric Vauchelles
46b5368c
Refactored cleanly Lit.hlsl
7 年前
sebastienlagarde
e519cc25
HDRenderPipeline: Add specular color debug override
7 年前
Frédéric Vauchelles
801f262f
debug fixes
7 年前
sebastienlagarde
b2fda65b
Fix warning in shader
7 年前
Frédéric Vauchelles
c2126e91
Added bruteforce screen space tracing
7 年前
Frédéric Vauchelles
070dec58
Added int to switch between raymarching algorithm for testing purpose
7 年前
Frédéric Vauchelles
5ab7101f
Moved algorithm selection to shader variant
7 年前
Frédéric Vauchelles
f781f1f8
Refactored ScreenSpaceTracing
Added Estimate algorithm
7 年前
Julien Ignace
51790cf9
(WIP) Added debug exposure to material debug views.
7 年前
Evgenii Golubev
2202a083
Remove UnityPerCamera, introduce UnityPerView
7 年前
Frédéric Vauchelles
085e9237
(wip) Refactored screen space tracing for refraction
7 年前
Frédéric Vauchelles
253790d4
Renamed properly buffer pyramid variables
7 年前
Frédéric Vauchelles
4fbb1c4f
(wip) Added refraction model
7 年前
Frédéric Vauchelles
412bd010
Merge master
7 年前
Frédéric Vauchelles
4ddbdad5
Compilation fixes
7 年前
Frédéric Vauchelles
5ef1d97f
(wip) Added debug for proxy and hiz refraction modes
7 年前
Frédéric Vauchelles
c96eb98a
(wip) Fixed refraction with sky proxy
7 年前
Frédéric Vauchelles
66076676
Added debug for HiZ SSRT
7 年前
Frédéric Vauchelles
659b634a
Added wip pass for SSReflection
7 年前
Frédéric Vauchelles
99a24ef5
fixed: mip to use for SSReflection
7 年前
Frédéric Vauchelles
3b63c854
wip SSR
7 年前
Evgenii Golubev
14c97d6d
Update variable usage
7 年前
Frédéric Vauchelles
4474977e
(wip) deferred SSR
7 年前
Evgenii Golubev
c4d118bd
Rename 'param' -> 'params' for consistency
7 年前
sebastienlagarde
183ca49b
Fix issue with debug ligthing mode
7 年前
Frédéric Vauchelles
4bd00e90
Merge master
7 年前
Frédéric Vauchelles
a3477180
Update SSR for deferred
7 年前
Sebastien Lagarde
4a161d5a
HDRenderPipeline: Sharing envlight code
7 年前
sebastienlagarde
9298afe1
Remove osbole debug mode: EnvironmentProxyVolume and EnvironmentSampleCoordinates
7 年前
sebastienlagarde
fbf1ccab
Remove indirect GTAO debug mode
7 年前
sebastienlagarde
ce90ed04
Factor AmbientOcclusion code
7 年前
sebastienlagarde
54302a12
HDRenderPipeline: Update name of GetAmbientOcclusion / GetScreenSpaceAmbientOcclusion
7 年前
sebastienlagarde
530d5538
HDRenderPipeline: FactorLTCAreaCode
7 年前
Kay Chang
53b01e3a
WIP adding Switch support.
7 年前
sebastienlagarde
a7a14891
Factor PreIntegratedFGD
7 年前
Kay Chang
c279dc9c
Re-added modified files for Switch without BOM.
7 年前
Frédéric Vauchelles
09596c67
Merge branch 'master' into feature/SSR
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
7 年前
Frédéric Vauchelles
b6f0098d
(wip) SSR for deferred
Toggle for SSR
7 年前
sebastienlagarde
4a94d626
Share GetPreIntegratedFGD
7 年前
sebastienlagarde
3f91b8e1
HDRenderPipeline: Remove sampleDirectionDiscardWS in reflection (not used)
7 年前
Stephane Laroche
e5b6c4fb
Implement vertically layered BSDF model with anisotropy.
7 年前
Frédéric Vauchelles
d9f5b4f5
Merge branch 'master' into feature/SSR
# Conflicts:
# ScriptableRenderPipeline/Core/CoreRP/Textures/RTHandleSystem.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDUtils.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/BufferPyramid.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyManager.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyRenderingContext.cs
7 年前
Frédéric Vauchelles
a7658549
Various fixes
7 年前
Frédéric Vauchelles
41dc00b0
Various fixes
7 年前
Frédéric Vauchelles
8434e359
Small SSR fixes
7 年前
Frédéric Vauchelles
076a8aca
Fixed debug modes
7 年前
Frédéric Vauchelles
92fe8d5d
Use only a single screen space setting for SSR
Updated UI
7 年前
Evgenii Golubev
4647677c
Improve the quality of normal encoding
7 年前
Evgenii Golubev
abc8a329
Add a comment
7 年前
Frédéric Vauchelles
b222ccef
Added linear raymarching in HiZ
Fixed HiZ reflection
7 年前
Frédéric Vauchelles
7df2f723
Refactoring and adding linear raymarch for Hiz and proxy
7 年前
Frédéric Vauchelles
d8df9bad
Fix linear raymarching
7 年前
Frédéric Vauchelles
045dee67
(wip) Added linear blending for proxy mode
7 年前
Frédéric Vauchelles
833ae271
Update iblR remapping for cubemap only
7 年前
Frédéric Vauchelles
dd47524a
Removed iteration blending for linear raymarching
Fixed linear raymarching depth test
7 年前
sebastienlagarde
f5c6eec7
Merge remote-tracking branch 'refs/remotes/origin/master' into switch_support
7 年前
Stephane Laroche
10f8090a
Merge branch 'stacklit' into stacklit_vl_merge
# Conflicts:
# ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/BSDF.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/StackLit/StackLitUI.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLit.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLit.shader
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLitData.hlsl
7 年前
Stephane Laroche
ecc9d71b
Merge remote-tracking branch 'mainrepo/master' into stacklit
7 年前
sebastienlagarde
26d09161
Some factor and comment of commonMaterial.hlsl
7 年前
Frédéric Vauchelles
091d5924
Use specific roughness remapping for texture2D convolution
7 年前
sebastienlagarde
bac63c51
Add ambient occlusion properties on Stacklit
7 年前
Frédéric Vauchelles
a852e040
Updated empirical mip remaping for refraction and planar reflection
7 年前
sebastienlagarde
4303de20
Merge remote-tracking branch 'refs/remotes/origin/master' into Cleanup-stacklit
7 年前
sebastienlagarde
f5c025d5
Add support for ambient occlusion on stacklit + misc fix in UI
7 年前
sebastienlagarde
877657e9
Add Transmisison support to stacklit
7 年前
Evgenii Golubev
91dc696c
Merge upstream/master
7 年前
sebastienlagarde
3094fbeb
Fix issue with smoothness and sky lighting
7 年前
Frédéric Vauchelles
4bfaa623
merge master
7 年前
Frédéric Vauchelles
201a9b48
Debug fixes
7 年前
Frédéric Vauchelles
edfe1df9
Added hit weight when raymarched distance is too long
7 年前
GitHub
c3aaee56
Merge pull request #1302 from EvgeniiG/master
Move the Volumetric Lighting system to the RTHandle system
7 年前
Frédéric Vauchelles
842b295a
Added debug for sampled color in raymarching
7 年前
Frédéric Vauchelles
27865707
Reproject SSR with motion vectors
Added HiZ cell mip diff debug
7 年前
sebastienlagarde
f6e93052
Fix various C sharp and shader warning
7 年前
Frédéric Vauchelles
f994c6c3
displaye sampled color in HiZ for debug
7 年前
Frédéric Vauchelles
262145d7
Added debugs
Fixed screen space ray computation
7 年前
Frédéric Vauchelles
6f23a811
Jitter ray origin to add noise instead of banding when raymarching
7 年前
Frédéric Vauchelles
58fc6522
Use proper coordinates when sampling color pyramid
Added a pixel offset when returning hit result from HiZ
7 年前
Frédéric Vauchelles
493c1fac
Added temporal filtering for HiZ
7 年前
Frédéric Vauchelles
d5c1a104
Added toggle to raymarch behind objects
several stability fixes
7 年前
Frédéric Vauchelles
3932faa4
Merge branch 'master' into feature/SSR
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/CHANGELOG.md
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCameraFrameHistoryType.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
7 年前
Frédéric Vauchelles
e98eb92e
Use current frame motion vector
7 年前
Frédéric Vauchelles
51d9861f
Fixed warnings
7 年前
Frédéric Vauchelles
2e62d5e8
Disable SSR in code
7 年前
Tim Cooper
fafb59af
Run code formatter.
7 年前
sebastienlagarde
423674f8
Revert #1466 and fix issue with specular lighting mode not working
The planar reflection was not working anymore, so revert 1466
7 年前
sebastienlagarde
5fd64011
Prepare NormalBuffer support in forward
7 年前
Frédéric Vauchelles
b440bb18
Fixed refraction issues
7 年前
Sebastien Lagarde
96a16f75
Fix various compilation error
7 年前
Antoine Lelievre
edaa6a3d
Added VisualizeShadowMasks mode in Lighting debug
Mode to visualize all 4 channels of shadow masks
7 年前
Sebastien Lagarde
c95b7c47
Merge branch 'master' into normal-buffer-support
7 年前
Sebastien Lagarde
4d25d4a1
Add normal buffer to directional shadow and forwar
+ add poistion input to prototype of ConvertSurfaceDataToBSDFData
7 年前
Sebastien Lagarde
23c3f077
various fix + backport change of WRITE_NORMAL_BUFFER on all shader + add shader preprocessor
7 年前
Antoine Lelievre
b3d835fa
Begin to fix the color picker intensity for luxmeter (not enough precision right now)
7 年前
Sebastien Lagarde
e5417732
More fix
7 年前
sebastienlagarde
5afa37a8
HDRP: Visualize shadow map minor ident
7 年前
Antoine Lelievre
7aa394fc
Finished simple compression algorithm
7 年前
Sebastien Lagarde
d40d4830
Fix deferred and clear coat
7 年前
sebastienlagarde
0e0c9931
Merge branch 'master' into normal-buffer-support
7 年前
sebastienlagarde
e06338d1
Add some comment
7 年前
sebastienlagarde
03a88ecd
change perceptualSmoothness - perceptualRoughness
7 年前
Sebastien Lagarde
69fc3303
edit profiler depth prepass caption + fix roughness for clearcoat
7 年前
GitHub
1e1467c4
Merge pull request #1515 from Unity-Technologies/FixColorPickerPrecisionLimit
Increased debug color picker lux limit
7 年前
Sebastien Lagarde
ba6fd164
Factor Lit and StackLit code
Factor code from Lit and stacklit to MaterialEvaluation.hlsl
Move AO function in LightEvalaution.hlsl to MaterialEvaluation.hlsl
7 年前
Stephane Laroche
7f579046
Optimization for LTC area light: reusing already fetched FGD (clearcoat will now use FGD too instead of point-wise Fresnel term hack).
6 年前
Sebastien Lagarde
d69fdafe
HDRP: Add support for multiple PreIntegratedFGD + updte hlsl debug number
7 年前
Kay Chang
faee5b5e
Fixed compilation errors for Switch platform.
6 年前
Antoine Lelievre
f8468529
Removed contact shadows on light transmission
6 年前
Antoine Lelievre
38287b48
Fixed contact shadows with light transmission
6 年前
Antti Tapaninen
f26f22f9
workaround metal/amd regression since 2018.1, investigation still in progress
6 年前
Antoine Lelievre
c8a540d3
Fixed contact shadows on transparent objects
6 年前
sebastienlagarde
8140058d
Merge branch 'master' into ContactShadowWithLightTransmission
6 年前
sebastienlagarde
29c57949
Missing file
6 年前
sebastienlagarde
86dfa8ec
Take into account feedback
6 年前
Sebastien Lagarde
e8e01be4
Fix apply Range Attenuation
6 年前
Sebastien Lagarde
162b8ee9
Draft of refactoring of SSS and Transmission code, to share more code
6 年前
sebastienlagarde
870dbb61
Large refactor of transmission code to share it between material
6 年前
sebastienlagarde
ed6aecc7
Update Changelog and integrate PR feedback
6 年前
Stephane Laroche
f46075fb
Merge remote-tracking branch 'mainrepo/master' into StackLit2
# Conflicts:
# com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.hlsl
# com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.cs.hlsl
# com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.hlsl
6 年前
sebastienlagarde
a73ccb75
Some cleanup (remove UNITY_MATERIAL_STACKLIT and LTC_USE_COMMON_FGD)
- Remove UNITY_MATERIAL_STACKLIT from shader library
- Remove now useless code of LTC_USE_COMMON_FGD
6 年前
sebastienlagarde
6a64d66c
Some extra cleanup
6 年前
sebastienlagarde
777bb5a5
HDRP: Lighting - Fix shader warning + Remove comment
6 年前
Sebastien Lagarde
8146a8c1
Share punctual light vector calculation code (GetPunctualLightVectors) + cleanup
6 年前
Sebastien Lagarde
629a7b7e
HDRP: Factor anisotropy code
6 年前
sebastienlagarde
b0c2e2b3
HDRP Minor update (ident and test)
6 年前
Stephane Laroche
17a0a722
Comments.
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
sebastienlagarde
1555fbce
HDRP: More renaming for camera relative rendering (rename lightDefinition)
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
GitHub
80d748f5
Add light linking support ( #1758 )
* HDRP: Add support of light layering for forward (first draft)
TODO:
- Test instancing
- Check perf
- add an option to disable light layer support + in frameSettings
- add deferred rendering support (mean add an optional extra GBuffer)
* Add LightLinking support (version 1 - compile)
This PR add support of LightLayers feature.
To use it, setup mask renderingLayers on renderers and LightLayers on a lights. If a logical and of both give a non 0 value, the light is apply, otherwise it isn't.
This mean that by default LightLayers is 1 and RenderingLayers is 1. Then user can say LightLayers is only 2 and it will only affect renderingLayers with 2 or 3 mask value.
LightLayers require an extra GBuffer in deferred, mean it have extra bandwidth and memory cost.
LightLayers once enabled in HDRPAsset with SupportLightLayers can be control by FrameSettings. Mean a camera can enable extra RT only for an in game cinematic.
This PR refactor...
6 年前
Sebastien Lagarde
f0619d1d
Handle emissiveColor separate of bakeDiffuseLighting in forward
6 年前
Sebastien Lagarde
93ff11d4
Correctly split AO to not affect emissive in forward
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
Antoine Lelievre
b2cf9b0e
Added a volume to control the indirect light intensity
6 年前
Antoine Lelievre
2ef3d462
Cleanup Indirect lighting control
6 年前
sebastienlagarde
b55f5754
Fix issue with shader graph - wasn't compiling
6 年前
Antoine Lelievre
71ec7369
Merge HDRP/staging
6 年前
sebastienlagarde
26c608bb
Move files to screenspace lighting and move Reflection enum in it
6 年前
Remy
ddf21d19
Add lerp to take in account the shadow dimmer value of punctual lights after calculating the transmittance.
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
Anis Benyoub
03507596
Moving the default specular value from Lit.hlsl to CommonMaterial.hlsl
Writing the GetSurfaceAndBuiltinData for the fabric shader
Correcting problems in the custom inspector of the Fabric Material
Adding Emissive support for the fabric shader
Correction problems in the Fabric.hlsl shader
6 年前
GitHub
0f00f09d
Merge pull request #1847 from Unity-Technologies/Add-cloth-material-anis
Finishing a first version of the implementation of the Fabric Shader
6 年前