Paul Demeulenaere
4f7e51fb
Split LitUI and UnlitUI with base class to share behavior with the MaterialGraph
8 年前
Paul Demeulenaere
592b2ca6
Plug UnlitGraphUI to UnlitTemplate
8 年前
Julien Ignace
9ccb7b24
Fixed LayeredLit test scene for UV3 case (data was corrupted by Vertex Tool Pro...)
8 年前
sebastienlagarde
6521b4be
HDRenderPipeline: More rename of UnityEditor.Experimental.ScriptableRenderLoop + minor stuff
8 年前
Paul Demeulenaere
40290c81
Merge remote-tracking branch 'origin/master' into scriptablerenderloop-materialgraph
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl
8 年前
sebastienlagarde
8a6b2cf1
HDRenderPipeline: Update unlit shader
8 年前
Sebastien Lagarde
68f6880e
HDRenderPipeline: Cleanup GUI for lit and layered lit material
- reorganize attributes
- remove inputs options
- Add SkyBox/Cubemap to the project
8 年前
sebastienlagarde
e13205b5
HDRenderPipeline: Change two sided options
Remove all variant of two sided, let double sided mirror for lit
material and double sisded for unlit
8 年前
Sebastien Lagarde
00cb67b6
HDRenderPipeline: Clean interface and update UnlitUI
8 年前
sebastienlagarde
794210ad
HDRenderPipeline: Fix compil issue with normal map in object space in litMaterial
8 年前
Evgenii Golubev
c05830f9
Remove the default SSS profile
8 年前
Tim Cooper
c30d33b8
[Format]Reformat via format.pl to match the new conventions
8 年前
Julien Ignace
a58a777f
Added first version of vertex wind and a corresponding test scene.
8 年前
Julien Ignace
19ea7e56
Typo
8 年前
Sebastien Lagarde
5e3e7549
HDRenderPipeline: Allow Disortion to not be display in unlit
8 年前
sebastienlagarde
e0790c63
HDRenderPipeline: Show double sided global illumination option on lit shader
8 年前
Julien Ignace
7d46e579
"Simple" LayeredLit WIP
7 年前
Julien Ignace
9f664a03
- Removed "simple" layered lit.
- InlfuenceLayeredLit now shares UI with the Lit shader and displays it in foldouts for each layer.
7 年前
runes
dd5838bd
sample game delta:
-FPS Mode (Render mesh with custom FOV)
-only PCF shadows with game specific limits
-Atmosphere y-offset property
7 年前
Julien Ignace
9e3a6300
Fixed directional shadow for transparent shaders by adding the right defines.
7 年前
Peter Andreasen
69c448b2
Merge remote-tracking branch 'origin/master' into sample_game
7 年前
sebastienlagarde
5a6d78c4
Update project from sratch
7 年前
sebastienlagarde
cd5fd6d3
merge latest 2017.3
7 年前
Thomas
076b0d65
Cleaned up unused usings
7 年前
sebastienlagarde
a40f87a0
Clean/update for distortion + add a transparent depth prepass
- Rename All ForwardDisplayDebug to ForwardDebugDisplay
- Clean/factor code for distortion and SetEnablePass
- Add support for a RenderTransparentDepthPrepass (can be use for hair)
- Distortion pass is now consider as always a separate pass (no MRT
during particles rendering)
7 年前
Peter Andreasen
2ef7d649
merged with master
7 年前
sebastienlagarde
81a9725b
HDRenderPipeline: Update UI to only display option for alpha test shadow/prepass with transparent
7 年前
Julien Ignace
30bdceed
- Properly integrated fog for transparent Lit/Unlit materials.
- Added density parameter for exp fog
7 年前
Frédéric Vauchelles
448737fc
Prototype for distorstion
7 年前
Frédéric Vauchelles
315455b3
(wip) distortion rejection with stencil buffer
7 年前
Frédéric Vauchelles
e533651d
Added a nullify option for distortion, based on stencil buffer usage
7 年前
Frédéric Vauchelles
acca5c71
Use a multiply blend mode instead of stencil to control distortion
7 年前
Frédéric Vauchelles
5cf7b5ab
Added remapping for distortion blur
7 年前
Frédéric Vauchelles
7c7d937f
Updated UI text
7 年前
Sebastien Lagarde
6dd42b8c
Update forward only mechanism
Before we have ForwardOpaqueOnly and ForwardOpaqueDepthOnly and they
were required to be both present at the same time in sahder with regular
pass. Now pass are exclusive:
Guidelines: In deferred by default there is no opaque in forward.
However it is possible to force an opaque material to render in
forward
by using the pass "ForwardOnly". In this case the .shader should
not have "Forward" but only a "ForwardOnly" pass.
It must also have a
"DepthForwardOnly" and no "DepthOnly" pass as forward material (either
deferred or forward only rendering) have always a depth pass.
7 年前
Sebastien Lagarde
bd84a419
Correct wrong define used in test + fix issue with transparent keyword not reset
7 年前
GitHub
9cacf651
Merge branch 'master' into Unity-2017.3
7 年前
Peter Andreasen
e2332032
Merge remote-tracking branch 'origin/master' into sample_game
7 年前
Sebastien Lagarde
f3fffa10
HDRenderPipeline: Fix Distortion UI (Correctly replicate attribute on shader)
- Lit/LitTessellation have distortion
- LayeredLit/LayeredLitTessellation haven't
7 年前
Frédéric Vauchelles
722dee63
(wip) Prepass for transparent
7 年前
Frédéric Vauchelles
791c45f8
Moved keyword setup in BaseLitUI.cs
7 年前
Frédéric Vauchelles
1e32285e
Renamed PreTransparent to PreRefraction
7 年前
Frédéric Vauchelles
74ced4de
Property check on material property
7 年前
Julien Ignace
1e8876bf
Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_FogAndProceduralSky
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs
# ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl
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
Frédéric Vauchelles
ce940be0
Removed distortion only for lit shader
7 年前
Frédéric Vauchelles
9ecea206
Hide blend mode popup when using refraction
7 年前
Julien Ignace
7da1ae05
Added "enable fog" parameter to layered shader.
7 年前
sebastienlagarde
aa798d74
HDRenderPipeline: Remove useless _BLENDMODE_SOFT_ADD
7 年前
GitHub
2df3e46a
Merge branch 'Unity-2017.3' into feature/transparentSpecularBlending
7 年前
sebastienlagarde
b4ced9f3
HDRenderPipeline: Rename BlendDiffuseSpecular to ApplyBlendMode + fix some comment
7 年前
Sebastien Lagarde
d5855c4e
Move _surface_type_transparent definition to BaseUnlitUI.cs
7 年前
sebastienlagarde
7e7d8661
HDRenderPipeline: Update UI and fog test scene
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
sebastienlagarde
d33ee23f
more renaming
- Rename _EnableTransparentFog to _EnableFogOnTransparent
- Rename _BLENDMODE_ACCURATE_LIGHTING to
_BLENDMODE_PRESERVE_SPECULAR_LIGHTING
7 年前
sebastienlagarde
27b99b20
Update blend mode and fix issue with UI
- Change alpha blend mode to One / InvSrc alpha and the multiplication
is done in the shader. Avoid precision issue
- Make a comment ApplyBlendMode function
- Update test scene
- Fix an issue with the UI and the Popup of blend mode
7 年前
sebastienlagarde
fed282ba
HDRenderPipeline: Fix UI with transparent
7 年前
Frédéric Vauchelles
55f274a4
Automatically sync double sided GI property with material's double sided property
7 年前
Julien Ignace
eb9b38db
Hack for GI to handle Alpha Test correctly: Filled the hard-coded property used by the GI system to resolve opacity with our own equivalent so that GI works correctly with alpha-test. Disabled for now for Unlit because of a name conflict.
7 年前
Sebastien Lagarde
a4fddf9c
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into YibingProject
7 年前
Julien Ignace
0bd39134
Renamed _ColorXXX properties in Unlit to _UnlitColor to avoid conflict with legacy Unity names which are required for Alpha test to work with GI.
7 年前
sebastienlagarde
bc549388
HDRenderPipeline: Update Metapass to do correct ifdef test
7 年前
Sebastien Lagarde
36f3cfd4
merge unity 2017.3
7 年前
Julien Ignace
e49a48c0
Added correct callback to handle the change of shader in our various material editors.
7 年前
Peter Andreasen
f052451a
merged from master
7 年前
Sebastien Lagarde
8e92ddef
HDRenderPipeline: Remove multiply blend mode
- Multiply make it easy to do mistake (inf, negative number, NaN) and
prevent optimization like half res rendering or offscreen compositing
7 年前
Sebastien Lagarde
54642339
HDRenderPipeline: Remove multiplicative mode 2
7 年前
Sebastien Lagarde
61e38068
HDRenderPipeline: Add support for depth postpass and backface/frontface rendering
7 年前
sebastienlagarde
eea6961b
HDRenderPipeline: Fix issue with double sided and back face rendering + move transparent prepass to prepass
7 年前
Sebastien Lagarde
15b64fff
Replace SetKeyword by CoreUtils.SetKeyword
7 年前
Peter Andreasen
b6423cf9
merge
7 年前
sebastienlagarde
0af1be7a
HDRenderPipeline: Move Depth postpass to after transparent (solve issue) + add it to lit shader
7 年前
sebastienlagarde
fa6e0a3a
Various typo fix + disable extra pass if distortion only
7 年前
Peter Andreasen
87c36d52
merged with master
7 年前
Sebastien Lagarde
0690038f
HDRenderPipeline: Homegenize name prepass postpass
7 年前
sebastienlagarde
4a2a867b
HDRenderPipeline: Don't add keyword _BLENDMODE_PRESERVE_SPECULAR_LIGHTING if material is not transparent
7 年前
Peter Andreasen
3ccf74cc
merged from master
7 年前
sebastienlagarde
10a938eb
Add support for transparent queue priority
7 年前
sebastienlagarde
c99235da
Move range renderqueue to class HDRenderQueue
7 年前
sebastienlagarde
2345a375
Rename transparentQueuePriority to transparentSortPriority
+ rename GeometryLast => OpaqueLast
7 年前
Peter Andreasen
8b8ef607
Merge remote-tracking branch 'origin/master' into sample_game
7 年前
sebastienlagarde
0b8efbbc
Add support of UV1 to UV3 set on base color
Note that if users select > UV1 this will have a perf impact as due to
surface gradient calculation
7 年前
sebastienlagarde
3d4d194e
Debug display is now a multi compile option
7 年前
sebastienlagarde
8a1d7457
Forward pass now control its depth test. Optimization with clip and depth prepass is only for Lit/layeredLit shader
7 年前
sebastienlagarde
e7850ca7
Update UI
7 年前
sebastienlagarde
94301889
Move EnableMotionVectorForVertexAnimation to baseUnlit + remove motion vector from unlit.shader
7 年前
Peter Andreasen
04b933d9
merged with master
7 年前
sebastienlagarde
0d28adac
Removed GBufferWithPrepass pass from lit*.shader. Alpha tested materials now always have a depth prepass.
7 年前
sebastienlagarde
1a7511d7
Update comment
7 年前
Frédéric Vauchelles
5ab7101f
Moved algorithm selection to shader variant
7 年前
Yao Xiaoling
5639b1fc
Added Terrain shader and TerrainUI based on layered lit shader.
7 年前
Yao Xiaoling
846b792e
Small fixes due to removal of vertex animation and transparent mode.
7 年前
Tim Cooper
fafb59af
Run code formatter.
7 年前
sebastienlagarde
aed1c4eb
Fix issue with emissionColor not reset to white in material reset
fogbuzz https://fogbugz.unity3d.com/f/cases/1038511/
7 年前
Yao Xiaoling
38856112
Fix merge.
7 年前
Yao Xiaoling
ced29fd6
Allows some of the properties on BaseLit and BaseUnlit to be absent.
7 年前
Anis Benyoub
949ce831
More work on cloth UI
6 年前