sebastienlagarde
da1063e4
HDRenderPipeline: Move shader properties to a dedicated include file (request from demo team)
8 年前
Julien Ignace
0f63e44e
Merge branch 'master' into LayeredLit
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
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
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
14785f65
HDRenderPipeline: commit unworking code
8 年前
sebastienlagarde
ae5b9db5
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-tesselation
8 年前
Sebastien Lagarde
8f97c56c
HDRenderPipeline: Add Phong tesselation
8 年前
Sebastien Lagarde
83594dd2
HDRenderPipeline: Big renaming Tesselation => Tessellation
8 年前
Sebastien Lagarde
f4f59ad1
HDRenderPipeline: Add distance and screen adapation + backface culling
miss frustrum culling
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
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
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
Sebastien Lagarde
408e09aa
HDREnderLoop: Fix cluster lighting + rename base layer to main layer
- Cluster opaque is working but cluster transparent is not working
- Change name base layer to Main layer influence
- Clean some unused code
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
Arnaud Carre
e0c0338a
update lightprobe scene to test PerMaterial persistent buffer (all materials has different _BaseColor)
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
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
Sebastien Lagarde
c4c5cfb5
HDRenderPipeline: Third draft not working
8 年前
Sebastien Lagarde
70821b88
HDRenderPipeline: First compiling version
8 年前
Sebastien Lagarde
aa453c68
HDRenderPipeline: Fix several problem - POM working with layered and lit planar
8 年前
sebastienlagarde
096f6f33
HDRenderPipeline: Add BlendMask tiling support
8 年前
Arnaud Carré arnaud@unity3d.com
ca6b7f62
Merge branch 'master' into batch_rendering
# Conflicts:
# Assets/BasicRenderBatching.meta
# Assets/BasicRenderBatching/LightingBatching.meta
# Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitProperties.hlsl
# Assets/ScriptableRenderLoop/HDRenderPipeline/PostProcess/Resources/Textures.meta
# Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl
# Assets/TestScenes/HDTest/CascadedShadowsTest.meta
# Assets/TestScenes/HDTest/GlobalIlluminationTest/LightingData.asset
# Assets/TestScenes/HDTest/GraphicTest/Two Sided/Prefabs/Materials.meta
# Assets/TestScenes/HDTest/Leaf.meta
# Assets/TestScenes/HDTest/Leaf/GroundLeaf.meta
8 年前
sebastienlagarde
79986910
HDRednerPipeline: separate uvmapping for blend mask
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
sebastienlagarde
261596b6
HDRenderPipeline: Update layered material to share sampler correctly
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
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
Arnaud Carre
3c290788
Merge branch 'master' into batch_rendering
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl
# Assets/TestScenes/Big
# Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Lit_Emissive_Blue.mat
8 年前
sebastienlagarde
50485164
HDRenderPipeline: Add tessellation tile scale
8 年前
Arnaud Carre
b38bced1
Merge branch 'master' into batch_rendering
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl
8 年前
Arnaud Carre
4a9493de
CBUFFER _PerMaterial is now for both lit & tesselation shader
8 年前
Julien Ignace
a58a777f
Added first version of vertex wind and a corresponding test scene.
8 年前
Arnaud Carre
66e32153
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into batch_rendering
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl
# Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl
# Assets/TestScenes/HDTest/GlobalIlluminationTest.unity
# ProjectSettings/EditorBuildSettings.asset
# ProjectSettings/ProjectVersion.txt
# ProjectSettings/QualitySettings.asset
8 年前
Julien Ignace
83a7b5d3
Added a directionality parameter to the wind vertex animation.
8 年前
Arnaud Carre
f9bee4e4
prepare HD shaders for new fast batcher compatibility
8 年前
sebastienlagarde
7cfffb72
HDRenderPipeline: Clear coat model, expose specualr color model
8 年前
sebastienlagarde
b6bce381
HDRendePipeline: Fix issue with macro## on PS4
8 年前
sebastienlagarde
25cb78a1
HDRenderPipeline: Fix PS4 compilation + Fix test scene SSS
- PS4 compiler doesn't support ";;", need to replace with ";"
- Fix missing prefab in test
8 年前
sebastienlagarde
5ea9464b
HDRenderPipeline: split normalOS property
8 年前
sebastienlagarde
a711b9ee
HDRenderPipeline: Also split tangent
8 年前
sebastienlagarde
b6c93339
HDRenderPipeline: Remove unsued variable declaration in macro
8 年前
Julien Ignace
12a51499
Removed texture declaration from CBuffer in Lit.shader (fixes broken parameter bindings on PS4 caused by shader reflection code problem on PS4 in this case).
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
Julien Ignace
7d46e579
"Simple" LayeredLit WIP
7 年前
Julien Ignace
f63d11a1
Removed baseColor influence threshold and minimum opacity parameters
7 年前
Julien Ignace
057a142d
New more "regular" version of height based blend.
7 年前
Julien Ignace
62abd97f
Added a separate map for influence mask.
7 年前
sebastienlagarde
e2c021c4
Add clear coat material in Lit + few cleanup
7 年前
Julien Ignace
39c4d3b5
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RenameLayeredShader
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs
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
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
Sebastien Lagarde
23bcdad7
add support of basic specular occlusion (intersection of cone)
7 年前
sebastienlagarde
05c7d851
Fix issue with last merge + make bent normal work
7 年前
Peter Andreasen
a2e029a1
merge with master + a few samplegame fixes
7 年前
Evgenii Golubev
84d9b5a3
Fix POM using the primitive size
7 年前
Frédéric Vauchelles
90b2eb1e
Added refraction, roughness refraction and transparency absorption
7 年前
sebastienlagarde
5e3b6e01
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-Per-Pixel-scale
7 年前
Evgenii Golubev
6610eebb
Precompute '_InvPrimScale' and '_InvTilingScale'
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
cb146691
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-Per-Pixel-scale
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
956f0a26
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-Per-Pixel-scale
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
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
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
Peter Andreasen
e2332032
Merge remote-tracking branch 'origin/master' into sample_game
7 年前
Sebastien Lagarde
e435361c
HDRenderPipeline: Add support of SSS to LayeredLit
7 年前
Paul Melamed
f735f83d
Added partial support for specular setup conversion
7 年前
Evgenii Golubev
9e8db4ba
Add a thickness remap for the thickness map (on the material itself)
7 年前
GitHub
c9e14f56
Add a layered variant of the `_ThicknessRemap` property
7 年前
sebastienlagarde
11388041
HDRenderPipeline: Add tile/scale uv control to emissive color map
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
Peter Andreasen
f052451a
merged from master
7 年前
sebastienlagarde
398f64a3
HDRenderPipeline: fix issue with _AlphaCutoffPostpass
7 年前
Evgenii Golubev
4cd2d228
Replace all sampler macros with SAMPLER
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
Peter Andreasen
87c36d52
merged with master
7 年前
lyndon homewood
430ca284
Added mip debugging support
(Partially disabled pending c++ support for debug data upload.)
7 年前
Sebastien Lagarde
c514f914
first compile version
7 年前
sebastienlagarde
9aea34a9
HDRenderPipeline: Rename _PerMaterial to UnityPerMaterial
7 年前
Sebastien Lagarde
cd92c7dc
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-ClearCoat
7 年前
GitHub
b83e5de0
Merge branch 'master' into feature/mip-debug
7 年前
Sebastien Lagarde
c3a7633d
Rename SubsurfaceProfile to DiffusionProfile and SubsurfaceRadius to SubsurfaceMask
7 年前
Sebastien Lagarde
65173ac3
draft
7 年前
Sebastien Lagarde
f97342c5
Merge remote-tracking branch 'refs/remotes/origin/master' into feature/mip-debug
7 年前
Raymond Graham
d1c64b56
Merge branch 'master' into gpuInstancingSupport
7 年前
Peter Andreasen
3ccf74cc
merged from master
7 年前
sebastienlagarde
313ca6c5
Emissive color: add support for uv mapping selection
7 年前
sebastienlagarde
4bae05ba
Merge remote-tracking branch 'refs/remotes/origin/master' into gpuInstancingSupport
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitData.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitData.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitProperties.hlsl
7 年前
sebastienlagarde
e9ba97a3
Add energy conservation specular color
7 年前
Julien Ignace
1a984f4b
Bundle of warning fixes.
7 年前
Peter Andreasen
8b8ef607
Merge remote-tracking branch 'origin/master' into sample_game
7 年前
sebastienlagarde
22b5d138
Add support of clearcoat mask map and change coat mask as material feature
7 年前
Sebastien Lagarde
106566dc
Update the UI for iridescence
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
Peter Andreasen
04b933d9
merged with master
7 年前
Sebastien Lagarde
2ca0621d
Add scene selection pass to HDRP
For lit, lit tessellation, unlit, layeredLit, LayereLitTessellation
7 年前
sebastienlagarde
730f3273
HDRP: add geometric filtering to lit shader
7 年前
sebastienlagarde
55b91556
Replace EmissiveIntesnity by EmissveColor HDR
Remove all occurrence of EmissiveIntensity. Emissive color is now HDR (with HDR color picker). Data need to be updated
7 年前