sebastienlagarde
d48ff201
Don't convert BC6H encoding file
7 年前
sebastienlagarde
47b07890
Update some comment + add definition of real to half for SHADER_API_MOBILE
7 年前
Sebastien Lagarde
35500d91
Fix compil of layer shader - all graphic test green
7 年前
sebastienlagarde
b9b30507
Merge remote-tracking branch 'refs/remotes/origin/master' into Convert-shaderLibrary-to-half-float-support
7 年前
Sebastien Lagarde
5f221118
Fix other compil issue
7 年前
Sebastien Lagarde
c514f914
first compile version
7 年前
Sebastien Lagarde
50cdefa9
second draft
7 年前
Felipe Lira
3896601d
Updated lightweight to upload correct color when in gamma colorspace.
7 年前
Sebastien Lagarde
e12aaaf0
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-ClearCoat
7 年前
Sebastien Lagarde
09fc2fbf
HDRenderPipeline: update comment + remove unsued _DirShadowSplitSpheres
7 年前
Sebastien Lagarde
6c6064fb
Push draft
7 年前
GitHub
2e4142d6
Merge pull request #735 from Unity-Technologies/pyramid-size-xr-fix
Use pyramid height instead of width when calculating pyramid mips
7 年前
GitHub
10adf10a
Merge pull request #736 from Unity-Technologies/redundant-sss-clear-fix
Remove redundant clear of SSS filtering target
7 年前
Robert Srinivasiah
847eac52
Remove redundant clear of SSS filtering target
Looks like an accidental leftover
7 年前
Robert Srinivasiah
0768f357
Use pyramid height instead of width when calculating pyramid mips
The height will always match the pyramid size, whereas the width could be doubled, if the underlying rendertexture is a stereo double-wide texture.
7 年前
GitHub
f9cb71ff
Merge pull request #737 from Unity-Technologies/HDRP-GraphicTests
More light tests
7 年前
Felipe Lira
c8fe74dd
Normal bias now matches unity legacy values. Fixed z-range on OpenGL platform.
7 年前
GitHub
0ff42147
Merge pull request #734 from Unity-Technologies/Minro-fix-after-merge-XR-PR
HDRenderPipeline: use width instead of height for depth and color pyramid for consistency
7 年前
Felipe Lira
bc759f87
Fixed normal bias.
7 年前
Sebastien Lagarde
505c829f
HDRenderPipeline: use width instead of height for depth and color pyramid for consistency
+ use sRGB for SSSBuffer in forward only
7 年前
Felipe Lira
a37807cb
Small fix on the cascade error message.
7 年前
GitHub
61d487bc
Merge pull request #732 from Unity-Technologies/xr-hdrp_rt_mgmt
Use RenderTextureDescriptor in HDRP (XR infrastructure)
7 年前
Robert Srinivasiah
f77d89b1
Use FrameSettings more appropriately
Pass in FrameSettings or use m_FrameSettings where available (PR feedback)
7 年前
Felipe Lira
aea66b82
Removed branching on shadow sampling.
7 年前
Remy
2b1afa18
Add bake lighting test
7 年前
Robert Srinivasiah
68fce059
Use HDCamera.screenSize instead of HDRP.m_current[Width|Height]
7 年前
Felipe Lira
0424ce0c
Removed cascade index branching by setting an extra no-op cascade matrix.
7 年前
Remy
61981dde
Add missing face blend to reflection probe volume test
7 年前
Robert Srinivasiah
7b4b8233
Keep stereo Guassian pyramids square (for now)
Stereo double-wide will need a double-width Gaussian pyramid texture (both eyes in one texture), but we don't need to do that now.
I did fix a bug I made in the _Size constant generation for RenderGaussianPyramidColor. It only affects double-wide, but it was worth fixing.
7 年前
Felipe Lira
2490de82
Improved shadow ALU and CB usage.
7 年前
Remy
066dd593
Add Reflection Probe volume test
7 年前
Robert Srinivasiah
8f06f09b
Missed instance of legacy GetTemporaryRT
7 年前
Felipe Lira
416206e5
Fixed shadow issue when z coord was out of shadow frustum bounds.
7 年前
GitHub
4bb6b202
Merge pull request #733 from Unity-Technologies/HDRP-GraphicTests
Add GI and ReflectionProbe tests
7 年前
Robert Srinivasiah
b777d288
Enable stereo RenderTexture paths
HDCamera manages the main descriptor, so make sure we create it correctly.
The pyramids need a bit of tweaking as well.
7 年前
Felipe Lira
b5dfd1ee
Moved bias and normalBias to caster side. Applying frustum size scale on cascade bias and texelSize scale in normal bias.
7 年前
Robert Srinivasiah
04b67328
Allow stereo to be enabled (not actually enabled)
Stereo is enabled with a combination of three bits:
* Asset frame settings has stereo enabled
* Stereo is enabled in the project settings
* Camera has both eyes enabled
Because the asset itself has stereo disabled, I have to keep flipping it on. Turning it on doesn't automatically enable it for other uses cases (yet).
7 年前
Felipe Lira
bb237480
Combined shadow and light classification keywords to reduce shader variantions by ~30%.
7 年前
Evgenii Golubev
495ba884
Improve the Game Mode detection for TAA
7 年前
Robert Srinivasiah
8e50e01c
More post-merge fixes for SSSManager
7 年前
Evgenii Golubev
1f5d453d
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into mainline
7 年前
Robert Srinivasiah
0c9c55a9
Merge in master, with lots of fixups
Git hates merges + moves/renames.
Main problems have to do with FrameSettings management, and shifting of stuff into the more responsible SubsurfaceScatteringManager
7 年前
Evgenii Golubev
452affe6
Add comments
7 年前
Robert Srinivasiah
c3ded13e
Cleanup leftover comment
7 年前
Robert Srinivasiah
47d0cf6e
Move temp RT to CoreUtils
7 年前
Robert Srinivasiah
f6e2cf38
Use RenderTextureDescriptor as argument, not HDCamera
Instead of passing around HDCamera, and fetching the RenderTextureDescriptor, we'll just pass the 'base' RenderTextureDescriptor, along with the fields we want to override.
The reason we pass in the list of overrides, instead of just modifying the descriptor is to keep a consistent appearance with the original API calls (e.g. GetTemporaryRT). Additionally, we really want the base descriptor to contain the dimensions of the target, which will be consistent. The changing parameters, such as depth buffer bits and color format, which should vary between RT creations.
7 年前
Robert Srinivasiah
bb14bba1
Add size overrides to CreateTemporaryRT
7 年前
Robert Srinivasiah
17e5169e
Tracking ToDos for stereo re-work
7 年前
Robert Srinivasiah
4823e8b3
Cleanup some of the Gaussian pyramid gen code
7 年前
Robert Srinivasiah
8dcec595
Move all RenderTexture creation to RenderTextureDescriptor
7 年前