sebastienlagarde
1ec6d8b9
First set of files
First set of files submit to iniate the project and be able to work from
home :)
This is WIP and files will move/change.
For now just a set of file mostly empty, setup name etc...
8 年前
sebastienlagarde
76f890ea
Very minimal loop done, display red shader
Very minimal loop done, display red shader
8 年前
sebastienlagarde
b7ac9b37
HDRenderLoop: Make transparent object working + doublesided mode work
8 年前
Sebastien Lagarde
00d2aece
HDRenderLoop: Add few function to the shader library related to far cry 4 talk
8 年前
sebastienlagarde
acd11ee0
HDRenderLoop Rename DisneyGGX to Li and convert to whitesapce convention
8 年前
sebastienlagarde
6d8ef108
HDRenderloop: Update Parameters of lit material and update GBuffer layout + add aniso function
8 年前
Sebastien Lagarde
bb06ff58
HDRenderLoop: Update Debug view mode for new parameters
+ Automatic update of inspector
+ create Debug Paramters function to call for builtin data, varyings and
surfaceData
8 年前
sebastienlagarde
b2a49403
HDRenderLoop; start support of reflection probe
- Add texture abstration in API
- Add imagebasedlighting.hlsl
- Add divide pi version of BSDF
- Change resolution of cubemap as 128
- Misc stuff
8 年前
sebastienlagarde
fe99ce30
HDRenderLoop: Add PreLightData concept (optimization)
- Add PrelightData concept: variable that you can precompute ahead of
calling the lighting loop
- Various stuff related to that: BRDF recomputed LambdaV version etc...
8 年前
vlad-andreev
bf6e54c5
tabs -> spaces
8 年前
sebastienlagarde
feca166f
Merge remote-tracking branch 'origin/master'
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
# Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/DebugViewMaterialGBuffer.shader
# Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightingForward.hlsl
# Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit.hlsl
# Assets/ScriptableRenderLoop/ShaderLibrary/Common.hlsl
8 年前
Sebastien Lagarde
357d999e
HDRenderLoop: Add code to init texture one time at the launch of the loop
- Still need to confirm is this code is robust
- Also remove many common.hlsl include
8 年前
Sebastien Lagarde
84c14eca
HDRenderLoop: Fix anisotropy + rename BSDF with NoPI
- Rename DividePI to nothing and use NoPI instead
- Update UI + code to handle anisotropy correctly
8 年前
Evgenii Golubev
65fc4234
Optimize IntegrateLD() by using D_GGX_Inverse()
8 年前
Evgenii Golubev
ec1f1b58
Implement D_GGX_Visible()
8 年前
Evgenii Golubev
d81d6e8a
Remove roughness clamping from IBL
8 年前
Evgenii Golubev
8a25c51c
Precompute IBL light sample directions
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
Evgenii Golubev
daf47b27
Implement diffuse GGX
8 年前
Evgenii Golubev
ce2f1033
Update the implementation of DiffuseGGX()
8 年前
Evgenii Golubev
162d8e01
Disney SSS WIP
8 年前
Evgenii Golubev
04fd3af5
Use 16 profiles and vtx-NoV weighted thickness
8 年前
Evgenii Golubev
2a641adb
Address the remaining PR feedback
https://github.com/Unity-Technologies/ScriptableRenderLoop/pull/277
8 年前
Sebastien Lagarde
15436506
HDRenderPipeline: Fix a type with F_Transm_Schlick not calling the correct function
8 年前
Evgenii Golubev
7e92f606
Clean up the Fresnel code
8 年前
Evgenii Golubev
c6261e9e
Optimize DisneyDiffuse()
7 年前
Evgenii Golubev
823896b6
Normalize the Disney Diffuse BRDF for polar viewing angles up to (Pi/4)
7 年前
Evgenii Golubev
5c39d899
Remove HeavisideStep() from G_MaskingSmithGGX()
7 年前
Evgenii Golubev
0ccbb812
Add a comment
7 年前
Evgenii Golubev
00c2eb90
Clean up BSDF.hlsl
7 年前
Evgenii Golubev
dad8bfd5
Use the combined DV_SmithJointGGX() to compute D*Vis
7 年前
Evgenii Golubev
5fcd2c10
Add a comment
7 年前
Evgenii Golubev
2010bbe1
Fix a typo
7 年前
Evgenii Golubev
34357725
Add a comment
7 年前
Evgenii Golubev
eb6135db
Add minor fixes to the diffuse GGX code
7 年前
Evgenii Golubev
dde5d9bb
Rename and add comments for clarity
7 年前
Evgenii Golubev
e056ffd3
Clean up GetPreLightData() and rename 'preLambdaV' to 'partLambdaV'
7 年前
Evgenii Golubev
5ed87a9c
Optimize anisotropic GGX
7 年前
sebastienlagarde
d83489f4
Change ShaderLibrary to use REAL instead of float/half
7 年前
sebastienlagarde
ecdf681c
ShaderLibrary, change REAL to real
7 年前
Evgenii Golubev
b2d2386b
Make the Shader Library less real
7 年前
Sebastien Lagarde
eabec798
Add full fresnel dieletric
7 年前
Sebastien Lagarde
45283ab4
Adress iridescence PR feedback
7 年前
Sebastien Lagarde
455d8e33
Fixing compile issue
7 年前
Sebastien Lagarde
60bcac15
Fix several shader and C# warning
7 年前
sebastienlagarde
4a94d626
Share GetPreIntegratedFGD
7 年前
sebastienlagarde
3f91b8e1
HDRenderPipeline: Remove sampleDirectionDiscardWS in reflection (not used)
7 年前
Stephane Laroche
e5b6c4fb
Implement vertically layered BSDF model with anisotropy.
7 年前
Stephane Laroche
10f8090a
Merge branch 'stacklit' into stacklit_vl_merge
# Conflicts:
# ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/BSDF.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/StackLit/StackLitUI.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLit.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLit.shader
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLitData.hlsl
7 年前
sebastienlagarde
26d09161
Some factor and comment of commonMaterial.hlsl
7 年前
sebastienlagarde
f9da3920
Merge branch 'master' into Cleanup-stacklit
7 年前
Stephane Laroche
6830f5c5
Added iridescence on the bottom of the stack (needs a bit of work still, had to hack to avoid TIR, dual normal will still cause artefacts because of the fake refraction through the geometric normal. Also to check/fix f0 handling and conversion).
7 年前
Stephane Laroche
82cd91dd
Including TIR in iridescence F reflectance, useful when using dual normal maps (only for stacklit).
7 年前
Stephane Laroche
1c07ab20
Note a pleasant hack for iridescence in the case of TIR.
7 年前
Sebastien Lagarde
d69fdafe
HDRP: Add support for multiple PreIntegratedFGD + updte hlsl debug number
7 年前
Stephane Laroche
f46075fb
Merge remote-tracking branch 'mainrepo/master' into StackLit2
# Conflicts:
# com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.hlsl
# com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.cs.hlsl
# com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.hlsl
7 年前
sebastienlagarde
a73ccb75
Some cleanup (remove UNITY_MATERIAL_STACKLIT and LTC_USE_COMMON_FGD)
- Remove UNITY_MATERIAL_STACKLIT from shader library
- Remove now useless code of LTC_USE_COMMON_FGD
7 年前
sebastienlagarde
6a64d66c
Some extra cleanup
7 年前
Anis Benyoub
cd8cac28
Rename cloth to Fabric
6 年前