sebastienlagarde
6a6e049c
HDRenderPipeline: Rename ShadeOpaque => deferred.compute + AO can affect direct lighting
- and clean the TilePassLoop to have less code duplication
8 年前
sebastienlagarde
eb67ed8f
HDRenderPipeline: A bit more cleanup and minor fix
8 年前
Rune Stubbe
94ab8e7f
Fixed tilesize mismatch in compute version of opaque clustered shading
Removed unused featureflag variants for opaque clustered shading
8 年前
sebastienlagarde
3011d36c
HDRenderPipeline: Bring back cluster code (but disable it)
8 年前
Peter Bay Bastian
a1133cd9
Update #includes of ShaderLibrary to new path
7 年前
Evgenii Golubev
9ce510e5
Add additional shader passes + clean-up
7 年前
sebastienlagarde
ea1d4cf6
First draft for aniso as materialId
7 年前
Julien Ignace
3961b899
Added missing usage of HasMaterialFeatureFlag
7 年前
Evgenii Golubev
2031a5f8
Correctly support light classification with precomputed lighting
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
Evgenii Golubev
a5a2abf8
Optimize Disney SSS using the tagged irradiance buffer
7 年前
Evgenii Golubev
c212b126
Clean up the volumetric lighting code
7 年前
Sebastien Lagarde
36f3cfd4
merge unity 2017.3
7 年前
Evgenii Golubev
b452c309
Merge branch 'Unity-2017.3'
7 年前
Evgenii Golubev
766db928
Clean up
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
13210372
Use macros instead of directly referencing matrix variables
7 年前
Evgenii Golubev
a3165a72
Merge branch 'master'
7 年前
Sebastien Lagarde
61e9390a
HDRenderPipeline: Fix the pipeline to be fptl for opaque and cluster for transparent
- remove all the cluster settings option
7 年前
Peter Bay Bastian
9dd5e5c5
Change shader include paths to take advantage of Core being an include path now
7 年前
Sebastien Lagarde
ccb1518c
HDRenderPipeline: Re-enable option to have forward opaque cluster (for MSAA)
-reintroduce previously removed enabledFptlwhenCluster and rename it to
enableFptlForForwardOpaque
New rules are:
// Deferred opaque always use FPTL, forward opaque can use FPTL or
cluster, transparent always use cluster
// When MSAA is enabled, we only support cluster (Fptl is too slow with
MSAA), and we don't support MSAA for
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
Evgenii Golubev
7b797ff7
Merge branch 'master'
7 年前
Peter Bay Bastian
85e38a3c
Merge branch 'master' into shader-include-paths-2
7 年前
Evgenii Golubev
0ed1b80b
Global rename
positionSS -> positionNDC
unPositionSS -> positionSS
unTileCoord -> tileCoord
ComputeScreenSpacePosition() -> ComputeNormalizedDeviceCoordinates()
7 年前
Evgenii Golubev
8ee2d44f
Merge 'master'
7 年前
Evgenii Golubev
613d7de3
Reduce the number of feature variants from 27 to 14
7 年前
Evgenii Golubev
05dd6085
Revert the change to feature variants
7 年前
Evgenii Golubev
81d62eb8
Merge branch 'master'
7 年前
Evgenii Golubev
c16681df
Merge branch 'master'
7 年前
sebastienlagarde
4b26e012
Move all core file to subfolder CoreRP + update shader include path to CoreRP/ShaderLibrary
7 年前
Sebastien Lagarde
a8ab890d
Rename SubsurfaceScattering Settings/Editor to DiffusionProfile + various file renaming/moving
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
sebastienlagarde
fa1e2b55
Various renaming
7 年前
Sebastien Lagarde
94a0c2bd
Move back _EnableSubsurfaceScattering (must be generic and not link to a material)
7 年前
Evgenii Golubev
2cc753e8
Define SHADERPASS for deferred lighting
7 年前
Evgenii Golubev
61786b80
Optimize material classification for uniform feature evaluation
7 年前
Evgenii Golubev
2ceb2598
Simplify DecodeFromGBuffer()
7 年前
Evgenii Golubev
721af051
Fix the tile index used by TileVariantToFeatureFlags()
7 年前
Evgenii Golubev
be59f96a
Address the PR feedback
7 年前
sebastienlagarde
a0d8e8b4
Add support of debug font for debugging
7 年前
sebastienlagarde
ad00b16a
Merged GetPositionInput and UpdatePositionInput into one set of GetPositionInput overloads.
7 年前
Evgenii Golubev
88a993dd
Store SSS flags inside bsdfData.materialFeatures
7 年前
Sebastien Lagarde
e2c88f24
update code
7 年前
Evgenii Golubev
1f7761a4
Use ShouldOutputSplitLighting() for material abstraction
7 年前
Sebastien Lagarde
a60a0d5a
Merge remote-tracking branch 'refs/remotes/origin/master' into support-iridescence
7 年前
Julien Ignace
d4548639
Added #pragma_only_renderers to compute shaders.
7 年前
sebastienlagarde
88378544
Bring back dynamic branch for cluster/tile in forward to reduce the number of shader variant
- Bring back dynamic branch for cluster/tile in forward to reduce the
number of shader variant
7 年前
Evgenii Golubev
a3e9bdfc
Improve the support of orthographic rendering
7 年前
Frédéric Vauchelles
a3477180
Update SSR for deferred
7 年前
Kay Chang
53b01e3a
WIP adding Switch support.
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
sebastienlagarde
89270e64
Rename _MainDepthTexture to _CameraDepthTexture (For builtin compatibility)
Old code require to use _CameraDepthTexture name, we have change it to
MainDepthTexture a while ago because of bug due to usage of
GetTemporaryRT, as we don't use GetTemporaryRT anymore we can now come
back to the original name
7 年前
Tim Cooper
fafb59af
Run code formatter.
7 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...
7 年前
Sebastien Lagarde
8b6ee7b1
HDRP: Fix perf regression issue introduce with lightlayers
6 年前