Felipe Lira
05b422c1
Created ScriptableRenderPass class to abstract passes. Ported DepthOnlyPass to new SRP.
7 年前
Felipe Lira
998892b5
Converted ShadowPass to the new ScriptableRenderPass
7 年前
Felipe Lira
9a5ecd7b
Added Forward renderer. Changes ScriptableRenderPass interface.
7 年前
Felipe Lira
17a99791
Moved most content to LightweightForwardRenderer. Created passes to encapsulate logic. Currently passes are selected based on primitive feature/capabilities/frame settings.
7 年前
Felipe Lira
5b75c36e
Caching common filter settings. Created method to provide DrawRendererSettings.
7 年前
Felipe Lira
8f6ad3bd
Created shadow utils.
7 年前
Felipe Lira
c05148cf
Implemented depth copy pass. Fixed a case that was causing depth prepass to execute even when no directional shadows were rendered.
7 年前
Felipe Lira
e7451f17
Enabled Dynamic batching.
7 年前
Felipe Lira
98c82c99
All renderpasses referencing attachments by handle
7 年前
Felipe Lira
7b171db4
Fixed Texture2DMS resolve. Simplified renderer state by baking shadow settings into camera data.
7 年前
Felipe Lira
1e580cd4
Merge branch 'LWRP' into lw/api-refactor-v1
# Conflicts:
# ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
# ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightShadowPass.cs
7 年前
Felipe Lira
1cbd9d71
Fixed typo when setting rendertargets.
7 年前
Felipe Lira
ab311887
Turns out the material immediate set doesn't really work.
7 年前
Felipe Lira
81737c15
Revert " Enabled Dynamic batching."
This reverts commit 94d611ce10f0f855e7043574f6e1e5c10bed4234.
7 年前
Felipe Lira
b918fecb
Addressed PR comments.
7 年前
Felipe Lira
01256b7a
Removed dependency from pipeline asset in shadow map passes
7 年前
Felipe Lira
c13ab97d
fixed Final pass blit
7 年前
Felipe Lira
4dcb7214
Added camera HDR setup
7 年前
Felipe Lira
4e3fad68
Fixed copyDepth pass.
7 年前
Felipe Lira
1a4378d1
PostProcess stack will handle cases where src = dest are same and a single effect is on stack.
7 年前
GitHub
19d1506c
Merge pull request #1337 from Unity-Technologies/lw/api-refactor-v1
Lw/api refactor v1
7 年前
Felipe Lira
a55f3bfe
Added support to DynamicBatching. It's enabled by default and can be changed in the pipeline asset. Created RenderingData to hold all other data containers.
7 年前
GitHub
321f6700
Merge pull request #1367 from Unity-Technologies/lw/dynamic-batching
Added support to DynamicBatching. It's enabled by default and can be…
7 年前
Felipe Lira
3160d4ad
Fixed DepthCopy shader. Disabled depth resolve on VR until we can properly figure out how to resolve texture2DMS in stereo.
7 年前
GitHub
b5990ea4
Merge pull request #1374 from Unity-Technologies/lw/fix-texture2dms
Fixed DepthCopy shader. Disabled depth resolve on VR until we can pr…
7 年前
Felipe Lira
2c09ec14
Fixed format and line endings.
7 年前
GitHub
c27f37c6
Merge pull request #1378 from Unity-Technologies/LWRP
Lwrp
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
Peter Bay Bastian
927000b8
Merge branch 'master' into sg/texture-types
7 年前
sebastienlagarde
c0461407
Merge branch 'master' into Add-support-of-per-light-shadow-mask-control
7 年前
GitHub
7f5da648
Merge branch 'master' into sg/show-generated-code
7 年前
Felipe Lira
9c960b8e
Added CommandBuffer profiler markers so inspecting frame on FrameDebugger and RenderDoc is much easier.
7 年前
GitHub
d0383483
Merge pull request #1389 from Unity-Technologies/lw/profiler-markers
Added CommandBuffer profiler markers
7 年前
Tim Cooper
2c4a517b
Merge remote-tracking branch 'origin/master' into build/automation
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/ShaderGraph/HDPBRPass.template
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/ShaderGraph/HDPBRPass.template.meta
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/ShaderGraph/HDUnlitPassForward.template
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/ShaderGraph/HDUnlitPassForward.template.meta
# ScriptableRenderPipeline/HDRenderPipeline/sub-package.json
# ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/LightweightAssetEditor.cs
# ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/LightweightAssetEditor.cs.meta
# ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/LightweightPipelineAssetEditor.cs
# ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/LightweightPipelineAssetEditor.cs.meta
# ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightShadowPass.cs.meta
# ScriptableRenderPipeline/Ligh...
7 年前
Tim Cooper
fafb59af
Run code formatter.
7 年前
Frédéric Vauchelles
4d7f78f1
Merge branch 'master' into feature/SSR
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/BuildPlayer/HDRPVariantStripper.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs
7 年前
Felipe Lira
6b4d0c0c
Fixed shadow filtering issue on main light
7 年前
Felipe Lira
d36ea376
Fixed scaling issue with camera viewport
7 年前
Felipe Lira
ef05aed7
Fix issue clearing issue with multiple cameras
7 年前
Felipe Lira
98343ed4
Fixed camera clear issues when rendering to backbuffer.
7 年前
Felipe Lira
404f5c60
Fixed rendering issue in player. Split LightweightKeywords into two classes LightweightKeywordStrings is used in runtime/editor and LightweightKeyword is used in editor only.
7 年前
Felipe Lira
1b24b6cc
pass samples is now a property.
7 年前
GitHub
69bd5389
Merge pull request #1483 from Unity-Technologies/lw/bugfixes
Lw/bugfixes
7 年前
sebastienlagarde
4a622009
Merge branch 'master' into refactor-shader-variant-per-material
7 年前
Oliver Schnabel
3a15d806
Merge remote-tracking branch 'remotes/origin/master' into StackLit2
7 年前
Felipe Lira
743ee820
Fixed non matching profiler sample
7 年前
GitHub
b038ab72
Merge pull request #1486 from Unity-Technologies/lw/fix-profiler-markers
Fixed non matching profiler sample
7 年前
Remy
7bf53f3c
Merge branch 'master' into HDRP-Tests
7 年前
Stephane Laroche
7933fd8d
Merge branch 'master' into StackLit2
7 年前
Paul Melamed
797daf79
Merge branch 'master' into decals/ss3_channel_mask
7 年前
sebastienlagarde
6c870111
Merge branch 'master' into FalseColorMode
7 年前
Felipe Lira
312a5259
Screenspace shadow resolve is only done in case of cascade shadows.
7 年前
Felipe Lira
0d778bae
Fixed some cascade issues
7 年前
Thomas
01ee049b
Merge branch 'master' into gfx-tests-postfx
7 年前
Chris Tchou
6408007a
Merge branch 'master' into hdrpcleanup
# Conflicts:
# com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDPBRPass.template
# com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDPBRSubShader.cs
# com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitPassForward.template
# com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitSubShader.cs
7 年前
GitHub
93c87374
Merge pull request #1516 from Unity-Technologies/lw/shadow-optimization
Lw/shadow optimization
7 年前
Stephane Laroche
a49a696e
Merge branch 'master' into StackLit2
7 年前
Remy
9db2a137
Merge branch 'master' into HDRP-Tests
7 年前
GitHub
25f5aa64
Merge branch 'master' into lw/lw-pipeline-asset-inspector
6 年前
Felipe Lira
0e5f015e
Few shadow optimizations:
- Removed indexing from non cascade path
- Avoid homogeneous coordinate division when in orthographic projection
- Removed 7x7 tent filtering that was used in PC and cascades. That's too much as when doing cascades we resolve into screenscape shadow and do bilinear filter.
6 年前
GitHub
33e0aa28
Merge pull request #1545 from Unity-Technologies/lw/shadow-optimization-v2
Lw/shadow optimization v2
6 年前
GitHub
3a6a4e59
Merge branch 'master' into sg/spheremasknode
6 年前
sebastienlagarde
8140058d
Merge branch 'master' into ContactShadowWithLightTransmission
6 年前
GitHub
bd393bda
Merge branch 'master' into switch-support
6 年前
Nerites
4b5c5d5c
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into xrsettings
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
GitHub
0610a60c
Merge branch 'master' into sg/error-for-incompatible-pipeline
6 年前
Tim Cooper
8406655d
Merge branch 'master' into ShaderGraphTests
# Conflicts:
# TestProjects/ShaderGraph/Packages/manifest.json
6 年前
GitHub
170c9b56
Draft/lw/callbacks ( #1646 )
* Add explicit pass architecture to lightweight. It is possible to write a custom pass and a custom LW renderer and arrange these passes in a way that makes sense for your project.
* Remove Command buffer from setup API
* Pull surface data into their own passes for more explicit control.
* Splitting out existing LW passes to be more granular
* Add default LWRP renderer that can be used as a reference
* Add test for custom LW pipe.
* Split out RT handles to be part of the renderer configuration now.
* Remove Surface handling from LW Renderer and push to passes.
* Add template images for new test.
* Update changelog
6 年前
sebastien lagarde
c7b86128
Merge branch 'master' into FixLightUnitUpgrade
6 年前
Yao Xiaoling
7ba05ba9
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into gpu_terrain. Will fix merge afterwards.
6 年前
Nerites
86a99323
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into xrsettings
6 年前
Aleksandr Kirillov
4695f235
Merge branch 'master' into lw/terrain_optimization
6 年前
GitHub
7281fe31
Merge branch 'HDRP/staging' into decals/v2/per_channel_mask_new_ui
6 年前
Stephane Laroche
73aab246
Merge branch 'hdrp/staging' into StackLit2_TrunkTest
# Conflicts:
# com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.cs
6 年前
GitHub
43aa9fb2
Remove Pass Dependency on Renderer ( #1794 )
* Remove pass dependency on renderer. This causes issues with the custom passes as cleanup is not handeld properly.
6 年前
Yao Xiaoling
a11976bf
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into gpu_terrain
6 年前
Tim Cooper
5380179a
Updated LWRP tests, fixed shadow cascades ( #1808 )
* Init push
-Updated existing tests, simplified and compressed
-Added new tests, many more, to cover missing coverage and prepare for upcoming features
-Compressed Images to save space
-Removed duplicate or unused assets
* Added Shadergraph test scene
Tweaked existing material files
* Updated missing prefabs (due to nested prefabs)
Added all OSX Metal reference images
* Fixed issue with test 050_shader_graphs where the UVs broke in playmode
* Updated Build List
* Added check for only enabled scenes in the build menu, this will help avoid issues running tests not in the build and also easily be able to disable tests if needed
* Tweaked tests
Added OSXEditor Metal reference images
Added WindowsEditor DX11 reference images
* Fix shadow cascade issue that was due to cut and paste error lol
* Updated cascade test with correct references
Updated Adam prefab to nested prefabs
* Update windowsEditor DX11 ...
6 年前
Felipe Lira
a0356c46
Fixed _WorldToShadow warning.
6 年前
Sebastien Lagarde
cd85f0d3
Merge branch 'master' into HDRP/staging
6 年前
Antoine Lelievre
d5e69c03
Merge HDRP/staging
6 年前
sebastienlagarde
72687aa9
Merge branch 'HDRP/staging' into HDRP/fix/reflection-probe-offset-with-rotation
6 年前
GitHub
b094e6ea
Merge pull request #1811 from Unity-Technologies/lw/fix-shadowcascadewarning
Fixed _WorldToShadow warning.
6 年前
GitHub
633c0bcc
Lw/fix custom renderer lifetime 1061353 ( #1814 )
* Fixed custom renderer lifetime issue. Materials are not cached anymore in the passes, instead the renderer is passed in execution and resources are accessed from it.
* updated release notes
6 年前
GitHub
b400b1c1
Merge branch 'master' into lw/terrain_optimization
6 年前
sebastienlagarde
0267674b
Merge branch 'master' into HDRP/staging
6 年前
GitHub
ee4e73a4
Merge branch 'HDRP/staging' into RemoveSkyInLuxMeter
6 年前
sebastienlagarde
f75e94af
Merge branch 'HDRP/staging' into HDRP/fix/ObliqueLightLoop
6 年前
GitHub
7fb58b9a
Lw/bugfix/1059142 ( #1823 )
* Fixed lightweight directional cascade culling.
* updated release notes
6 年前
GitHub
625a1a9c
Fixed issue with shadow cascade culling. ( #1831 )
6 年前
Sebastien Lagarde
72141169
Merge branch 'master' into lighting-arealigh-fixup
6 年前
Sebastien Lagarde
05036cac
Merge branch 'HDRP/staging' into HDLightExplorerExtension
6 年前
Frédéric Vauchelles
ce4065fd
Merge branch 'HDRP/staging' into HDRP/refactor-reflectionProbe/merge-probe-editors
6 年前
RSlysz
05f23629
Merge branch 'HDRP/refactor-reflectionProbe/merge-probe-editors' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into HDRP/refactor-reflectionProbe/merge-probe-editors
6 年前
GitHub
01fdbb38
Merge branch 'master' into fix/coupling-hdlight-workflow
6 年前
egomeh
507df163
Merge branch 'master' into lw/light-attenuation
6 年前
egomeh
8ef0ee06
Combine distance and spot attenuation into a single uniform
6 年前
Paul Melamed
9dbd8998
Merge branch 'HDRP/staging' into HDRP/decals/v2_1/normal_buffer
# Conflicts:
# com.unity.render-pipelines.high-definition/CHANGELOG.md
# com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/RenderPipelineResources.cs
6 年前
Yao Xiao Ling
cfd45cf1
Merge remote-tracking branch 'remotes/origin/master' into gpu-terrain
6 年前
GitHub
3e976bf2
Lw/api review v1 ( #1872 )
* Renamed LightweightForwardRenderer to ScriptableRenderer
* Added FB Input and Read macros to LWRP Core
* - Created PerCamera and LightConstantBuffer
- Added _InvCameraViewProj matrix
- Remove unused LightweightConstantBuffer class
* removed string allocation in renderloop. Camera name for profiler should be just fine.
* removed nested camera rendering check. we are preventing it on engine side.
* Fixed type in DefaultRenderer
* removed unreferenced m_IsCameraRendering
* fixed Unlit shader GUI
* Added HALF versions of FRAMEBUFFER_INPUT macros. Remove MS because we only have it partially implemented in SRP shader library.
* Removed empty ForwardLitPass
6 年前
egomeh
e7c59a70
Resolve merge conflicts
6 年前
GitHub
3c5ef0eb
Add finer grained callbacks to LW render pipeline to allow effects to be added ( #1863 )
*Add callbacks to LWRP that can be attached to a camera.
**IBeforeCameraRender
**IAfterDepthPrePass
**IAfterOpaquePass
**IAfterOpaquePostProcess
**IAfterSkyboxPass
**IAfterTransparentPass
**IAfterRender
*Add test for callbacks
*Clean up LWRP creation of render textures. If we are not going straight to screen ensure that we create both depth and color targets.
https://katana.bf.unity3d.com/projects/com.unity.render-pipelines/builders?automation-tools_branch=add-platform-filter&ScriptableRenderLoop_branch=tim%2Flwrefactor&unity_branch=trunk
6 年前
sebastienlagarde
c5a9708a
Merge branch 'master' into HDRP/add-LightLayer-in-probes
6 年前
RSlysz
bac41534
Merge branch 'HDRP/add-LightLayer-in-probes' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into HDRP/add-LightLayer-in-probes
6 年前
Yao Xiao Ling
6302a183
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into gpu-terrain
6 年前
Brandon Fogerty
9f6fc1e8
Single-pass instanced stereo rendering works again with LWRP.
6 年前
GitHub
7cfc2ed0
Merge branch 'master' into sg/fix-for-saving-dirty-shader-graph
6 年前
egomeh
170858df
Merge master
6 年前
egomeh
a37c0592
PR review changes
* Pack light subtractive mode in light position w component
* Use simpler light mapping delegate
* Rename attenuation test scene to avoid name collision
6 年前
Aleksandr Kirillov
9d6ebfa8
Sorting of opaque objects now respects camera settings (opaqueSortMode) and disables front-to-back sorting when a GPU has HSR and camera is set to OpaqueSortMode.Default.
6 年前
GitHub
2d2ce5c3
Lw/api review v2 ( #1892 )
* RenderingData is now readonly.
* renderer is cleared up before calling setup. This way there's no need to an IRendererSetup call clear.
* Removed GC.Alloc from LWRP. The only remaining ones are due to the GetComponent bug.
Change functions from static to member.
* Added requires depth prepass to RenderingData. Moved CanCopyDepth to LWRP.
* Made static functions from ScriptableRenderer member functions
* Removed LightweightForwardPass. Added RenderObjectsWithError to renderer.
* Moved RenderPostProcess to renderer
* Added cullResults to RenderingData. Change ScriptableRenderPass and IRenderer interface.
* Moved rendering methods from Core to Renderer. Made LWRP class sealed.
* Changed camera sorting to use lambda.
* Run autoformat tool
* updated release notes
* Changed ScriptableRenderer functions that don't use class members to static.
* LWRP functions have to be static due to the ability to render a...
6 年前
egomeh
93afc87c
Merge remote-tracking branch 'origin/master' into lw/light-attenuation
6 年前
Yao Xiao Ling
5eed6e3a
Merge remote-tracking branch 'remotes/origin/master' into gpu-terrain
6 年前
Thomas
468989ad
Merge branch 'master' into pyramid-rework
6 年前
egomeh
e91dfb63
Change light smoothing factor in lightweight renderpipeline to match lightmapper
6 年前
egomeh
e639728a
Add proper detection for mobile platform
6 年前
GitHub
3198eb4a
Merge pull request #1854 from Unity-Technologies/lw/light-attenuation
Light attenuation matching that of baked GI
6 年前
GitHub
dbde5edb
Merge branch 'master' into gpu-terrain
6 年前
GitHub
aae1a458
Merge branch 'master' into lw/no_front_to_back_sorting_of_opaques_on_gpu_with_hsr
6 年前
GitHub
56538cc3
Removed unused light cookied code. ( #1917 )
6 年前
GitHub
eb39ae4e
Merge pull request #1891 from Unity-Technologies/lw/no_front_to_back_sorting_of_opaques_on_gpu_with_hsr
Disable front-to-back sorting of opaque objects on hardware with HSR
6 年前
GitHub
cda0e4a3
- Changed ExecuteBeforeCameraRender callback to pass pipeline instance instead of pipeline settings and renderer. ( #1919 )
- RenderSingleCamera now has default setup as null.
- Removed unused code and made restricted a few interfaces/classes to internal/private.
- Fixed typo in MaterialHandles.ScreenSpaceShadow
6 年前