Tim Cooper
4918659e
Update shadergraph module
7 年前
sebastienlagarde
f8faff6d
Miss one file
7 年前
Tim Cooper
a6e72ad1
Merge branch '2018.1' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into 2018.1
7 年前
sebastienlagarde
81d84be4
Fix issue with shader resource of sky
- Move all Sky shader to RenderPipeline resources to avoid error when
creating template
- Fix naming inconsistency with sky: skyHDRI => hdriSky SkyProcedural =>
ProceduralSky
7 年前
Tim Cooper
9e436e17
Merge branch 'Backport-2018.1-PR1032' into 2018.1
7 年前
Tim Cooper
e6824f80
Make sure we get the correct lightmap decode parameters when in gamma mode
7 年前
Thomas
6463cc0f
Fix for packman
7 年前
Julien Ignace
b1d1aa2f
Fixed shadow fade out of punctual lights with max shadow distance.
7 年前
GitHub
ad9a4ea6
Merge pull request #1030 from Unity-Technologies/update-shadergraph-2018.1
Update ShaderGraph submodule for 2018.1
7 年前
Peter Bay Bastian
5955e836
Update ShaderGraph submodule
7 年前
sebastienlagarde
fc7ceeb5
Fixed comment and typo about line light function/calculation
7 年前
sebastienlagarde
c4720832
Add missing .meta documentation folder
7 年前
GitHub
51f6eb03
Merge pull request #1026 from Unity-Technologies/Various-light-fix-HD
Various light fix for HD
7 年前
sebastienlagarde
291c30a1
Various light fix for HD
- Light was incorrectly initialize with physical light unit
- hide toggle default editor
- hide warning of reflection probe that spam the console
7 年前
Tim Cooper
e9f3aed2
Merge branch 'Backport-2018.1-PR1024' into 2018.1
7 年前
Tim Cooper
9b5758ed
Fixed a few upgrading bugs
7 年前
Tim Cooper
94bb17bd
Added more upgraders
7 年前
GitHub
0db4c02b
Merge pull request #1023 from Unity-Technologies/update-shadergraph-2018.1
Update ShaderGraph submodule for 2018.1
7 年前
Tim Cooper
e9de4200
Merge branch 'Backport-2018.1-PR1021' into 2018.1
7 年前
Tim Cooper
76c5f2e6
LWRP - Disable stereo on cams that don't have both target eyes enabled
Pretty simple change, was a mistake to omit. Mirrors logic in HDRP FrameSettings
7 年前
Tim Cooper
c2217d37
Merge branch 'Backport-2018.1-PR1020' into 2018.1
7 年前
Tim Cooper
f6a9d257
Actually fix the typo in temp var name
I tried fixing this before, and I screwed it up because I am a moron. 10 year old me would be very disappointed in my spelling.
7 年前
Tim Cooper
cffa61f2
Move UnityStereoTransformScreenSpaceTex to Core.hlsl
7 年前
Tim Cooper
4a17fb01
Create Screenspace texture macro for LWRP
This handles declarations between Tex2D and Tex2DArray. The latter is used for Stereo Instancing.
7 年前
Tim Cooper
179ce584
Unify SetupIntermediateResourcesSingle + SetupInter'ResourcesStereo
The code was mostly doing the same thing, but stereo was being left behind as features were added to SetupIntermediateResourcesSingle. No longer!
There is some follow-up work to do. Not all targets being allocated respect RenderScale. And we could probably cache off our generated RenderTextureDescriptor.
7 年前
Tim Cooper
ad318cf6
Simplify start/stop stereo rendering apperance
Hide some boilerplate code behind methods
7 年前
Tim Cooper
5d8d8a04
Workaround stereo instancing issue with unity_StereoEyeIndex
Usually, in the stereo instancing path, we source unity_StereoEyeIndex from the fragment input structure's stereoTargetEyeIndex member. In fact, stereoTargetEyeIndex is needed as it is bound to the SV_RenderTargetArrayIndex semantic, which dictates which render target array slice is rasterized to.
However, for whatever reason, reading stereoTargetEyeIndex is not reliable in the fragment shader. However, if I use the raw instance ID passed into the fragment shader, that works correctly. More work probably needs to be done, but this is fine for now.
7 年前
Tim Cooper
f0d70be7
LWRP - Work around texture array blit issue for screen-space shadow map
Our internal blit code does not want to bind all slices of a texture array if either the source of destination isn't a texture array. If we use a NULL source, then the engine won't bind all slices.
Even though we don't need a source, I can bind the screenspace shadow map texture in order to satisfy the engine. We need to fix the engine, or use another path in engine.
The screenspace shadow map generation still isn't quite working, but at least all slices are bound!
7 年前
Tim Cooper
7fdbf48d
Add texture array support to _ScreenSpaceShadowMap samples
7 年前
Tim Cooper
5fb9676e
Fix parameter name typo
Object space position should be named positionOS, not positionWS
7 年前
Tim Cooper
34a401c8
Screenspace Shadow samples work in stereo doublewide
The screen-space shadow map texture coordinates need to be corrected for stereo, but it has to happen after the perspective divide in SampleScreenSpaceShadowMap
7 年前
Tim Cooper
bd120376
Progress toward stereo-ized shadows (WIP)
The shadows are building correctly, but they are not populating the ScreenSpaceShadowMap correctly (in ScreenSpaceShadows)
7 年前
Tim Cooper
7fc5180c
Properly bind shadow maps when stereo texture arrays are being used
Using LightweightPipeline.SetRenderTarget unilaterally considers intermediate targets as being texture arrays, which is not true for the shadow maps.
7 年前
Tim Cooper
33926192
Support depth texture correctly in stereo
The seperate depth RT wasn't being created or managed correctly in stereo.
7 年前
Tim Cooper
b2cf3962
Fix existing typo
7 年前
Tim Cooper
c413cf12
Add stereo instancing/multi-view support to LWRP mat shaders
7 年前
Peter Bay Bastian
5bd40091
Update ShaderGraph submodule
7 年前
GitHub
9a166d7d
Merge pull request #1015 from EvgeniiG/fix_tessellation_uv
Make sure passes that require UV2 and UV3 actually have access to them
7 年前
sebastienlagarde
ef3ceb25
Move Shader.globalRenderPipeline = "HDRenderPipeline" at a better place
7 年前
sebastienlagarde
9630d754
Rename HDPipeline => HDRenderPipeline + Fix issue with decal.shader
7 年前
Evgenii Golubev
b7f42cb7
Make sure passes that require UV2 and UV3 actually have access to them
7 年前
sebastienlagarde
003ed8ce
Add pipeline subshader tags for HD
7 年前
GitHub
22b140ec
Merge pull request #1013 from Unity-Technologies/2018.1_HDRP_MaterialUpgrader
Merge branch 'HDRP_MaterialUpgrader' of github.com:Unity-Technologies…
7 年前
Remy
4097366b
Merge branch 'HDRP_MaterialUpgrader' of github.com:Unity-Technologies/ScriptableRenderPipeline into 2018.1
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Lit/StandardsToHDLitMaterialUpgrader.cs
7 年前
sebastienlagarde
fb2d62e1
Fix wrong pragma
7 年前
sebastienlagarde
6e72077d
Fix compiler warning for sampling textures without lod in dynamic branch, and fix decal atlas and mesh initialization.
7 年前
Sebastien Lagarde
3a5a6a2f
Save a few ALUs
7 年前
Sebastien Lagarde
60bcac15
Fix several shader and C# warning
7 年前
sebastienlagarde
054d7fdb
Initial documentation to get past validation checks
Initial extract of LW doc
Wiki docs for the others
7 年前
sebastienlagarde
776082ee
Added flow control macros to more platforms. The source initially passes through the hlsl compiler which understands these directives, independent of the platform compiler.
7 年前