Paul Melamed
c4761310
color map and normal maps working for decals
7 年前
Paul Melamed
46c0667a
Blend decal normals in tangent space
7 年前
Paul Melamed
a5eb21ff
cleaned up decal shader, added custom UI for decal shader
7 年前
Paul Melamed
d9d7b2cb
refactor to address all comments by Sebastien in slack conversation.
7 年前
Paul Melamed
d31d3ab4
Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderLoop into prototype/decals
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
7 年前
Paul Melamed
dd2f4c60
Decals work with master and trunk
7 年前
Paul Melamed
3b75ece2
temp fixed include issues for some .compute shaders
added metal, smoothness to decals
7 年前
Paul Melamed
2df92783
changed input textures layout for decals
7 年前
sebastienlagarde
4b23291d
HDRenderPipeline: Fix compil of decal
7 年前
Paul Melamed
db6f48d8
Merge branch 'master' into prototype/decals
# Conflicts:
# ScriptableRenderPipeline/Core/Editor/ShaderGenerator/CSharpToHLSL.cs
# ScriptableRenderPipeline/Core/Resources/EncodeBC6H.compute
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/Material/Decal/DecalData.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/Material/Decal/DecalProperties.hlsl
7 年前
Paul Melamed
e2add901
intermediate commit for decal height map
7 年前
Paul Melamed
a1129802
cleaned up gecal group culling code, mask blend uses total material blend
7 年前
Paul Melamed
097ea5b1
height is being written to dbuffer
7 年前
sebastienlagarde
4b26e012
Move all core file to subfolder CoreRP + update shader include path to CoreRP/ShaderLibrary
7 年前
Paul Melamed
8efbc8a6
Merge branch 'master' into prototype/decals_no_height
# Conflicts:
# PostProcessing
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset
7 年前
Paul Melamed
651c6311
generating decal normal to decal space matrix in vertex shader
7 年前
Peter Andreasen
27da3d9e
Fixes to skymanager and decaldata lifted from p4
7 年前
Paul Melamed
983ccfcb
Using proper instancing path.
Force decals to always draw instanced.
7 年前
Paul Melamed
54cd8dad
Use alpha compositing to blend decals
7 年前
Paul Melamed
afca789b
intermediate commit, decal global properties and draw/fade distance
7 年前
Paul Melamed
8668ed75
decals working on transparency
7 年前
Paul Melamed
67ffc876
PR cleanup
7 年前
Paul Melamed
60d9cb71
address some PR comments
7 年前
Paul Melamed
ac77aad6
For opaques use decal diffuse alpha for all channels.
For transparent, if material alpha is less than decal alpha replace it with decal alpha.
7 年前
Paul Melamed
ff3bd5a3
using new texture atlas to store decal textures
7 年前
Paul Melamed
c2c2c9b4
calculate decal texture lod outside of the loop
7 年前
Paul Melamed
ee6c1949
uv tiling working for opaques
7 年前
Tim Cooper
fafb59af
Run code formatter.
7 年前
Paul Melamed
6459cbb2
mesh decals somewhat working
7 年前
Paul Melamed
ee12a498
Mesh decals working
7 年前
Paul Melamed
737f9f82
mesh decal working with an option to use albedo as mask only
decals are always on independent of cull results
7 年前
Paul Melamed
5265aacd
cleanup shader #ifdef code
7 年前
Paul Melamed
aa31195d
change names of decal #defines to reflect functionality of dbuffer passes
store scale/bias of texture atlas allocations after they have been allocated
7 年前
Paul Melamed
8b873a1e
added color swatch to decal material
7 年前
Paul Melamed
e000418f
Intermediate work
6 年前
Paul Melamed
de7b8a99
mesh decals work with some per channel masks
6 年前
Paul Melamed
d39437c1
Cleaned up PR
6 年前
Evgenii Golubev
0798e2ee
Remove _NORMAL_BLEND_SRC_B keyword in decal
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
sebastienlagarde
b5a32384
Remove _NORMAL_BLEND_SRC_B keyword in decal
6 年前