sebastienlagarde
f15e0c7c
HDREnderLoop: First draft of new layeredLit shader
8 年前
Sebastien Lagarde
87a19817
HDRenderLoop: Large refactor to add Triplanar and detail map on LayeredLit
8 年前
Sebastien Lagarde
cb8aa00b
HDRenderLoop: Finish cleaning LayeredLit (some bug left)
8 年前
sebastienlagarde
ace22e14
HDRenderLoop: Submit optimization from Rune on area lights
8 年前
Julien Ignace
7e712073
Fixed LayeredLit detail maps and improved the LayeredLitTest scene.
8 年前
Sebastien Lagarde
ceca355d
HDRenderLoop: Do misc refactor for the sky + few optim + write lot of todo
8 年前
Julien Ignace
668f9372
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/Material/LayeredLit/Editor/LayeredLitUI.cs
8 年前
Julien Ignace
d4e1f7c7
Fixed multipliers on LayeredLit for Smoothness, Metallic and Anisotropy (were always 0 before).
8 年前
Julien Ignace
c95f1451
- Fixed Smoothness maps on Lit/LayeredLit shaders
- Reduced default heightmap scale to 0.01 for Lit/LayeredLit shaders.
8 年前
Julien Ignace
c26c16b2
Fixed planar/triplanar so that tangent space normal aren't flipped when facing away from the world axes.
8 年前
Julien Ignace
9ce05c62
Fixed whitespace.
8 年前
Sebastien Lagarde
521b51c7
HDRenderLoop: Big refactor to preprate for depthOffsetVs
8 年前
sebastienlagarde
ad90df53
HDRenderLoop: Add mainTex scale bias on lit.shader and layeredLit.shader
8 年前
sebastienlagarde
506d2826
HDRenderLoop: Add UV2 control
8 年前
Sebastien Lagarde
42aa5061
HDRenderLoop: Reduce the number of combinaison of layeredLit as it is not practical
8 年前
Sebastien Lagarde
d79f7fb8
HDRenderLoop: Some formatting
8 年前
Julien Ignace
95bd4bde
First version of layered shader height blending.
8 年前
Julien Ignace
9613bb46
- Added the possibility for material layers to inherit from the base layer normal map.
- Changed the way normal are handled in Lit/LayeredLit shader so that we could properly implement the point above (namely, GetSurfaceData now returns the tangent space normal instead of world space directly, this allows to blend them correctly for layered shader).
8 年前
sebastienlagarde
0d8aeb13
HDRenderPipeline: Add support for normal and detail normal scale
8 年前
Julien Ignace
c5bf4cfb
Merge branch 'master' into LayeredLit
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitSurfaceData.hlsl
8 年前
GitHub
e4cfb75c
correct reflect in case of two sided
8 年前
Evgenii Golubev
d5a0ffa8
Fix typos
8 年前
Julien Ignace
a083a47e
Fixed previous CL for height scale bias handling. Shader code is not the same as what is shown in the interface (was causing weird GUI behavior)
8 年前
sebastienlagarde
b60bd965
HDRenderPipeline: Fix various issue with tesselatoin + depth offset
8 年前
sebastienlagarde
ae5b9db5
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-tesselation
8 年前
Evgenii Golubev
74657c39
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Sebastien Lagarde
1c86fa3a
HDRenderPipeline: Lot of change, still motion vector pass to fix
8 年前
sebastienlagarde
d055406d
HDRenderPipeline: Draft to work at home
8 年前
sebastienlagarde
937ba3f0
HDRenderPipeline: Missing file for POM
8 年前
sebastienlagarde
b82ad07d
HDRenderPipeline: Push compiling code
8 年前
sebastienlagarde
69e1e4fa
HDRenderPipeline: Version that work but have a tiling bug. Push for julien
8 年前
Julien Ignace
4ce76493
Added V2 of height base blend + inherit from base layer albedo option.
8 年前
sebastienlagarde
613a80ee
HDRenderPipeline; Add Pom test level
8 年前
sebastienlagarde
d3d2750f
HDRenderPipeline: Small fix that cause POM to be tiled
8 年前
GitHub
272bdc72
Merge pull request #110 from Unity-Technologies/LayeredLit
Added V2 of height base blend + inherit from base layer albedo option.
8 年前
Sebastien Lagarde
6c05ce51
HDRenderPipeline: Fix compil issue + discrepencey forward deferred
8 年前
Sebastien Lagarde
52f90645
HDRenderPipeline: Parrallax occlusion mapping add lod fading
8 年前
sebastienlagarde
66834685
HDRenderPipeline: Add Layered Displacement + fix issue with sky + some clean
- HDRI reflection is flipped, but HDRI and procedural sky are flipped
each other. For now fix the HDRI sky and we will fix procedural sky
after
8 年前
sebastienlagarde
be649c1e
HDRenderPipeline swap g and b for details mask / ansiotropy
8 年前
sebastienlagarde
ada64deb
HDRenderPipeline: Add tiling paramater for layered
8 年前
sebastienlagarde
ffb6c390
HDRenderPipeline: Update layered material based on artists feedback
8 年前
Sebastien Lagarde
40d99a5f
HDRenderPipeline: Fix few issue with layered shaders
8 年前
sebastienlagarde
4b4a4435
HDRenderPipeline: Add horizon based specular occlusion
8 年前
Evgenii Golubev
f2bef29c
Add blending support for the tessellation shader
8 年前
Evgenii Golubev
0ca79425
Merge branch 'SSSSS'
8 年前
sebastienlagarde
091558f9
HDRenderPipeline: Create branch
8 年前
Evgenii Golubev
5708bc95
Rename 'MaterialClass' to 'MaterialID' in the code (not the UI) to avoid confusion
8 年前
Evgenii Golubev
8e286ad5
Enable subsurface radius and thickness parameters
8 年前
sebastienlagarde
9cecdb2e
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-POM-+-Heightmap-behavior
8 年前
sebastienlagarde
f3984098
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-POM-+-Heightmap-behavior
8 年前
sebastienlagarde
b7ce99a8
HDRenderPipeline: Push draft not compling
8 年前
Sebastien Lagarde
0e8d4904
HDRenderPipeline: Push another no working draft
8 年前
sebastienlagarde
79986910
HDRednerPipeline: separate uvmapping for blend mask
8 年前
Evgenii Golubev
1adffb38
Fix a typo
8 年前
Sebastien Lagarde
ab900a3a
HDRenderPipeline: Allow different keyword by layers
- Add keywork normal, specularocclusion, detailmap, mask to layered
shader
- Remove smoothness in alpha option
- Remove code related to detail heightmap
- Remove the restriction on GUI of layered lit layer 1, 2, 3 matching
layer 0
8 年前
Sebastien Lagarde
cc2fcd8e
HDRenderPipeline: Move calculation of CreateTangentToWorld to pixel shader
8 年前
sebastienlagarde
261596b6
HDRenderPipeline: Update layered material to share sampler correctly
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
Evgenii Golubev
ff92221a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
sebastienlagarde
8a5cbf10
HDRenderPipeline: Cleanup of inspectorUI code for LayredLit and Lit material
8 年前
Sebastien Lagarde
a81d1680
HDRenderPipeline: Fix issue with double sided lighting
8 年前
Evgenii Golubev
967eec25
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Evgenii Golubev
c444fb8a
Add an option to globally disable SSS
8 年前
Sebastien Lagarde
4d17bef2
HDRenderPipeline: Draft about surface gradient code
8 年前
Sebastien Lagarde
14dc6caa
HDRenderPipeline: Replace tangentToWorld by the correct term worldToTangent
8 年前
Sebastien Lagarde
f1b63cc8
HDRenderPipeline: Some rename and cleanup + add few surface gradient define case
Apply WorldToTangent name even with surface gradient
8 年前
Sebastien Lagarde
01072951
HDRenderPipeline: Another pass on adding surface gradient code
- miss the init of vT1/Vb1 etc...
8 年前
Sebastien Lagarde
0365d4e5
HDRenderPipeline: Change LayerUV to UVMapping + add keyword MAPPING_PLANAR
- added _LAYER_MAPPING_PLANAR0 keyword
- Planar mapping is now a shader feature
- Move all SampleLayer to to ShaderLibrary and rename LayerUV to
UVMapping
- Create an enum UVMappingType instead of using isPlanar / is Triplanar
- Move double/mirror sided function to materialUtilities
- Update a lot of materials in test scene
8 年前
Sebastien Lagarde
3aa763f2
HDRenderPipeline: Make last surface gradient change - code ready to test
- Update generation of tangent basis for surface gradient, next step,
test the code
- Update GI test scene material
8 年前
sebastienlagarde
794210ad
HDRenderPipeline: Fix compil issue with normal map in object space in litMaterial
8 年前
Sebastien Lagarde
3f8a200e
HDRenderPipeline: Fix planar and triplanar + triplanar POM
8 年前
sebastienlagarde
53c4ba59
HDRenderPipeline: Apply tiling on both base and details map (was only on base)
8 年前
Tim Cooper
c30d33b8
[Format]Reformat via format.pl to match the new conventions
8 年前
Evgenii Golubev
85a5ac90
Enable SSS in the player
8 年前
Evgenii Golubev
ddd2e38b
Make the thickness scale affect the thickness map
8 年前
sebastienlagarde
b8ffdc68
HDRenderPipeline: Add support for BC5 normal map
8 年前
sebastienlagarde
7cfffb72
HDRenderPipeline: Clear coat model, expose specualr color model
8 年前
Evgenii Golubev
2da00de6
Set the ID of the SSS material to 0 and of the standard material to 1
8 年前
sebastienlagarde
5ea9464b
HDRenderPipeline: split normalOS property
8 年前
sebastienlagarde
a711b9ee
HDRenderPipeline: Also split tangent
8 年前
sebastienlagarde
30553d56
HDRenderPipeline: Add test scene
8 年前
sebastienlagarde
43195992
HDRednerPipeline: compute normalOS in WS with surface gradient
8 年前
Sebastien Lagarde
d06af446
HDrenderPipeline: Update stencil bits
- Add stencil bit usage
- Move stencil bit to LightDefinition class
- Rename the enum with RegularLighting and SplitLighting
- Update SSS code to better stencil test practice
8 年前
Evgenii Golubev
9fb22a5b
Reverse thickness for artists
8 年前
GitHub
6c04469e
Merge pull request #287 from EvgeniiG/master
Replace wrapped lighting with Fresnel
8 年前
sebastienlagarde
84f872d3
HDRednerPipeline: Add some comment for surface gradient and normalize tangentWS now
8 年前
Sebastien Lagarde
c8fe2075
HDRenderPipeline: Revert back to no inverted thickness
Don't invert thickness as in the end it is even more confusing as baking
tools generate thickness map with white for thick
8 年前
sebastienlagarde
fbf0ebbe
- Added port of layered shader to legacy (quick and dirty, not supposed to be used/maintained)
- Fix to detail normal scale in layered shader (HDRP)
8 年前
Sebastien Lagarde
e9e6cf59
HDRenderPipeline: Specular color mat id is no more store as material id
- Instead of wasting one value in materialId (only 4 availabe, we reuse
the matid standard and the value in the specular), it allow to have 2
matId free.
- Optimize the code with shader features for materialID
8 年前
Evgenii Golubev
b3bd2618
Camera-relative rendering WIP
7 年前
sebastienlagarde
70fcec1d
Refactor hwo specular material is considered: not anymore a materialId
7 年前
GitHub
50bd16e8
Fix HDRP Lit ignoring detail mask for detail normals.
7 年前
sebastienlagarde
e2c021c4
Add clear coat material in Lit + few cleanup
7 年前
sebastienlagarde
90dcb63d
HDRenderPipeline: Update test scene with clear coat test
7 年前
Julien Ignace
2e93ea50
Removed the now useless "normal map sampling with bias" code.
7 年前
Julien Ignace
2d461ae1
Removed DetailMask and Emissive Mode.
- Detail mask is now always in the blue channel of the mask map
- Emissive is now EmissiveMap * EmissiveColor * lerp(1.0, Albedo, albedoAffectEmissive) with EmissiveMap being optional.
7 年前
Julien Ignace
d2e6ad3c
Smoothness now has a min/max slider for remapping when a texture is provided (otherwise, the regular slider is still available).
7 年前
Julien Ignace
d2441929
Unlocked UV sets for Layer0 and BlendMask for layered shader.
7 年前
Sebastien Lagarde
beedb90d
Add support for bent normal on lit and layered shader
Remove horizon fade as it is useless and produce artifact
7 年前
Sebastien Lagarde
22b1a958
Merge remote-tracking branch 'refs/remotes/origin/master' into bent-normal-and-specular-occlusion
7 年前
Julien Ignace
60566108
Properly implemented Depth pre-pass in HDRP for Alpha tested geometry (do pre-pass with clip in the shader and then main pass without to avoid bypassing HiZ on GCN hardware)
7 年前
sebastienlagarde
400829f5
HDRenderPipeline: Details map tiling depends on base tiling
7 年前
Julien Ignace
61fc8ab8
Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_DepthPrepass
7 年前
sebastienlagarde
5a6d78c4
Update project from sratch
7 年前
sebastienlagarde
75c24de2
HDRenderPipeline: Update details map blending formula for smoothness and albedo based on artist feedback
7 年前
Frédéric Vauchelles
90b2eb1e
Added refraction, roughness refraction and transparency absorption
7 年前
Sebastien Lagarde
30675a6f
HDRenderPipeline: LayeredLit - Remove layerTilingBlendMask parameter and replace it by propoer scale/bias attribute
- Remove layerTilingBlendMask parameter and replace it by propoer
scale/bias attribute from LayerBlendMask texture
- This also fix an issue with wrong tiling apply from layer0 on blend
mask
- Artists will require to report the ex-value of layerTilingBlendMask
to the new scale/bias, this must be done manually
7 年前
sebastienlagarde
11f38ef4
Use overlay formula for albedo and smoothness detail map
7 年前
Sebastien Lagarde
02cabcb8
First draft of POM with layering - work on simple case - no influence mode
7 年前
Sebastien Lagarde
3fec7c83
Update of the UI
Make it more clear that influence mask depends on mapping of UV0
7 年前
Sebastien Lagarde
86a73f40
Make POM match tessellation with details map (if same UVSet)
7 年前
sebastienlagarde
7357d706
- Roolback to applyPerPixelDisplacement in litData + Add keyword _INFLUENCEMASK_MAP
7 年前
sebastienlagarde
2fe0e0bf
Add toggle to lock UV tiling/offset of details to base
7 年前
sebastienlagarde
46cd94e9
HDRenderPipeline: Fix issue with detail albedo using float instead of float3
7 年前
sebastienlagarde
7ca6c7d6
HDRenderPipeline: Fix RessourceAssetTest and update detail texture formula
7 年前
Frédéric Vauchelles
051c4673
Added refraction mask
7 年前
Frédéric Vauchelles
8814a24e
Updated shaders with transparency properties
7 年前
Frédéric Vauchelles
4ecf28cc
Refractored refraction keyword
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
Sebastien Lagarde
e435361c
HDRenderPipeline: Add support of SSS to LayeredLit
7 年前
sebastienlagarde
1f11c962
HDRenderPipeline: Fix detail smoothness
7 年前
Frédéric Vauchelles
977bf6d0
Refactored refraction mask as opacity mask
7 年前
Frédéric Vauchelles
b1d90f15
Renamed opacity mask to transmittance mask
7 年前
GitHub
9c803cd7
Update LitDataInternal.hlsl
7 年前
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
Evgenii Golubev
9e8db4ba
Add a thickness remap for the thickness map (on the material itself)
7 年前
sebastienlagarde
3162b59f
HDRenderPipeline: Add transmission color
- Add transmission color texture
- Add approximation for energy conservation with fresnel term
- Add unity for thickness
7 年前
Sebastien Lagarde
36f3cfd4
merge unity 2017.3
7 年前
sebastienlagarde
398f64a3
HDRenderPipeline: fix issue with _AlphaCutoffPostpass
7 年前
Sebastien Lagarde
d657b39c
Add support of transparent depth prepass
- and fix an issue with transparent post pass not display
- fix an issue with post pass and tessellation
7 年前
Sebastien Lagarde
c514f914
first compile version
7 年前
Sebastien Lagarde
c3a7633d
Rename SubsurfaceProfile to DiffusionProfile and SubsurfaceRadius to SubsurfaceMask
7 年前
Sebastien Lagarde
965b935f
Update UI accordindly, don't touch materialId yet
7 年前
Sebastien Lagarde
7162db83
Fix various compilation issue
7 年前
sebastienlagarde
97898a85
Move everything to bitfield
7 年前
Sebastien Lagarde
65173ac3
draft
7 年前
sebastienlagarde
e9ba97a3
Add energy conservation specular color
7 年前
Sebastien Lagarde
541ff0be
Split transmission and SSS
- Move IOR field to both transmission and specular
- Split transmission and SSS
- Still need to add the UI in the Lit/layeredLit interface
7 年前
Sebastien Lagarde
3fcd02ac
Update material feature debuggin
- Init materialFeatures during GBuffer pass to
MATERIALFEATUREFLAGS_LIT_STANDARD for coherency
- override output of materialFeatures in debug to be readable by color
picker
7 年前
sebastienlagarde
22b5d138
Add support of clearcoat mask map and change coat mask as material feature
7 年前
sebastienlagarde
abfe6dcf
Fix shader compilation
7 年前
sebastienlagarde
a762caad
Remove transmission mode, now there is only two (and no none mode)
7 年前
Sebastien Lagarde
106566dc
Update the UI for iridescence
7 年前
Sebastien Lagarde
bd45bb5a
Fix missing code for texture
7 年前
Sebastien Lagarde
2ad2a458
Update IOR to be a mask map
7 年前
Sebastien Lagarde
45283ab4
Adress iridescence PR feedback
7 年前
Sebastien Lagarde
7fa77a07
Fix up layered lit materials with a subsurface mask map
7 年前
Yao Xiaoling
3c65014c
Pass terrain layer smoothness and metallic to terrainlit shader and stop using _BaseColor properties.
7 年前
sebastienlagarde
c1827b93
Rename positionWS to positionRWS + update shader graph template
6 年前
sebastienlagarde
810fce03
Update detail map formula for albedo and smoothness
6 年前
sebastienlagarde
2e0dd1a8
Remove shader warning
6 年前
Sebastien Lagarde
9c4acb91
Import various stacklit branch change
Move specular funciton in commonlighting.hlsl
Fix issue in TextureNormalVariance
Fix issue with colorPicker not working in forward
Misc format/comment/code sharing
6 年前