mmikk
27ed7249
throwing in fptl project
it's a render pipeline in the making
8 年前
vlad-andreev
9854fa87
updated shaders after the 5.4 merge
8 年前
vlad-andreev
4382d424
fixed scene view
8 年前
vlad-andreev
60d4b7c4
shader upgrade to 5.5
8 年前
mmikk
e37eac8f
adding support for rotatable refl probes
adding support for rotatable refl probes
8 年前
mmikk
e056bb2f
minor cosmetics fixes to refl probes stuff
minor cosmetics fixes to refl probes stuff
8 年前
mmikk
39745dc1
more cosmetics on refl shader
more cosmetics on refl shader
8 年前
vlad-andreev
ddafcda1
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
# Conflicts:
# Assets/ScriptableRenderLoop/fptl/Internal-DeferredReflections.shader
8 年前
vlad-andreev
d8b94019
fptl: added skybox rendering and a final blit pass, got rid of flip vertical nonsense in the shader
8 年前
vlad-andreev
3eb07ca4
fix shader (perceptualRoughness->roughness)
8 年前
mmikk
c7d5b507
fix refl shader compile errors due to roughness/perceptualRoughness
fix refl shader compile errors due to roughness/perceptualRoughness
8 年前
mmikk
7b51125d
no need to use .xy to determine z
no need to use .xy to determine lin z
8 年前
sebastienlagarde
a333a206
Make deferred rendering wortk and match forward
8 年前
vlad-andreev
19c489a6
[fptl] converted shaders to use autogenerated .hlsl includes
8 年前
mmikk
832e4f70
prep work for supporting clustered as well as opaque only plus some clean up and removal of hungarians.
prep work for supporting clustered as well as opaque only plus some
clean up and removal of hungarians.
8 年前
mmikk
e4638323
some arb. bug fixes for clustered and further integration changes
some arb. bug fixes for clustered and further integration changes
8 年前
mmikk
30fbb008
bugfix, workaround for missing SetInt on shader feature backfired
bugfix, workaround for missing SetInt on shader feature backfired
8 年前
mmikk
e80c0e73
choose logBase value such that 50% of clusters (out of 64) are consumed between near plane and max opaque depth.
choose logBase value such that 50% of clusters (out of 64) are consumed
between near plane and max opaque depth (only when a depth buffer is
available). This allows us to light things behind the opaque tile while
allowing us to keep a limit on memory consumption.
8 年前
mmikk
91cb86e4
isolated reflection probes to a template as well and isolated all global params to being set from one function
isolated reflection probes to a template as well and isolated all global
params to being set from one function.
8 年前
vlad-andreev
bf6e54c5
tabs -> spaces
8 年前
mmikk
b55fa843
added shader and script side for conventional forward
added shader and script side for conventional forward
8 年前
mmikk
802c6dbc
ps4 compiler didn't care for the repeat declaration.
ps4 compiler didn't care for the repeat declaration.
8 年前
Filip Iliescu
3d25b8df
Fix a crash when running viking village using forward clustered renderer, and set shaders to 4.5 so they work on Mac OS
8 年前
Filip Iliescu
e3544e2d
added debug view for reflections in fptl SRL
8 年前
Antti Tapaninen
81f3ecea
increase precision to full floats for _CameraDepthTexture
8 年前
Sebastien Lagarde
a1e0f1e9
Rename scriptableRenderLoop Folder to ScriptableRenderPipeline
- Rename all "loop" name to "pipeline" name for FPTL/Basic/HD
- Update all include in HDRenderPipeline to match C++ #include path that
is Asset/ScriptableRenderPipeline
Caution: This PR require the new C++ code
8 年前
Robert Srinivasiah
16072312
More progress to VR FPTL
Everything is about ready except for the deferred lighting pass
8 年前
robbiesri
f7a1cea9
Final bits to support FPTL in VR
Only thing left is skybox, but tiled light generated and deferred lighting work!
8 年前
Tim Cooper
c30d33b8
[Format]Reformat via format.pl to match the new conventions
8 年前