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
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
730f8f5e
make all kernels available and slot in clustered shader
make all kernels available and slot in clustered shader to fptl assets
8 年前
sebastienlagarde
07ccb020
HDRenderLoop: Update GGXDisney.Shader with lot of parameters
- Goal is to add a lot of thing so we can ensure that scriptable render
loop support all the case
- Here try to add transparent and alpha testing + prepare materialID
with SSS and clear coat.
8 年前
Sebastien Lagarde
29130923
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Sebastien Lagarde
9a7564db
Miss a lot of file...
Don't know if I have done shit due to late hour or if I get in space for
a moment and haven't see file change...
8 年前
mmikk
bdf1c521
more random fixes to new clustered implementation (still disabled)
more random fixes to new clustered implementation (still disabled)
8 年前
Sebastien Lagarde
4867b779
Update GBuffer parameters
- Update GBuffer parameters to be closer to what is describe on
confluence
- Add arbitrary packing function of float and int into a float with a
given precision
- Clean few stuff
- Current scene is 2 spot, 1 point and a directional and match betwee,
diffuse and forward.
8 年前
Sebastien Lagarde
ef992f04
Add support for directional light
all in one formula for spot, light and directional light
8 年前
mmikk
5f4b7cc9
get rid of error message
get rid of error message
8 年前
mmikk
39c0dab3
pushing progress with integration of clustered
pushing progress with integration of clustered
8 年前
mmikk
d062497d
separate out resolution dependent allocations
separate out resolution dependent allocations
8 年前
mmikk
b35ab050
spot is Z aligned in unity
spot is Z aligned in unity
8 年前
vlad-andreev
ce024e75
fixed missing final pass shader in the fptl renderloop asset
8 年前
vlad-andreev
1c6878bd
fixed a potential commandbuffer leak in the skybox helper
8 年前
vlad-andreev
1cb88144
[fptl] use cullResults.culledReflectionProbes instead of FindObjectsOfType()
8 年前
vlad-andreev
19c489a6
[fptl] converted shaders to use autogenerated .hlsl includes
8 年前
sebastienlagarde
5d4ad793
HDRenderLoop: Miss one file
8 年前
sebastienlagarde
1065c023
HDRednerLoop: Fixed bad code to reconstruct world position
8 年前
sebastienlagarde
0647d78b
Add a test scene for HDRenderLoop
The scene use few rocks and normal map
8 年前
vlad-andreev
27937678
added missing dll
8 年前
GitHub
87679324
Merge pull request #2 from Unity-Technologies/ShaderLibrary
Merge Shaderlibrary
8 年前
sebastienlagarde
a333a206
Make deferred rendering wortk and match forward
8 年前
sebastienlagarde
c4c059ac
Merge remote-tracking branch 'refs/remotes/origin/master' into ShaderLibrary
8 年前
sebastienlagarde
4831ee61
Merge remote-tracking branch 'refs/remotes/origin/master' into ShaderLibrary
8 年前
Sebastien Lagarde
0949ab8d
Merge remote-tracking branch 'refs/remotes/origin/master' into ShaderLibrary
8 年前
Sebastien Lagarde
48e7ab2d
Merge branch 'ShaderLibrary' of https://github.com/Unity-Technologies/ScriptableRenderLoop into ShaderLibrary
8 年前
sebastienlagarde
e0d8b29f
Minor change, add unity_reversed_z
8 年前
Sebastien Lagarde
18a4a47d
Merge remote-tracking branch 'refs/remotes/origin/master' into ShaderLibrary
8 年前
Sebastien Lagarde
3b340bc5
forget one file
8 年前
Sebastien Lagarde
6a00b2b9
Add misc function for deferred rendering
- Add world reconstruction function
- Add macro to abstrct GBuffer
- Add lighting information into SurfaceData and BSDFData
- Clean / comment some stuff
Note: forward and deferred code do not produce lighting for now
8 年前
sebastienlagarde
016758b2
Update a bit the code for deferred + some notation update
8 年前
sebastienlagarde
4984a6d0
Prepare for deferred rendering
Add FinalPass (for gamma correction), create init buffer and clear
buffer function, prepare deferred renderer buffer. Deferreded pass not
implemented yet
8 年前
sebastienlagarde
fdf8f78f
Bad previous fix, sorry
8 年前
sebastienlagarde
4ec829d0
Merge branch 'ShaderLibrary' of https://github.com/Unity-Technologies/ScriptableRenderLoop into ShaderLibrary
8 年前
GitHub
213ac319
Merge pull request #1 from Unity-Technologies/API-Validation
Api validation
8 年前
Joachim Ante
2d089ebe
APi validation
8 年前
Joachim Ante
32b23b9d
Refactor API validation code to actually check that each define is
indeed define, this prevents platforms from going out of sync.
8 年前
sebastienlagarde
94ae3cb7
Fix issue with DecodeFromGbuffer missing PerceptualRoughness init
thanks Uygar
8 年前
sebastienlagarde
068366cc
Change position to float3 instead of float4
8 年前
sebastienlagarde
13dbf956
Remove comment
8 年前
Sebastien Lagarde
d43d797f
Merge remote-tracking branch 'refs/remotes/origin/master' into ShaderLibrary
8 年前
sebastienlagarde
2aba5fc9
Add innerAngle for spotlight
8 年前
vlad-andreev
7ca8ae32
menu item for the shader generator
8 年前
sebastienlagarde
4644098b
Calculate correct intensity for the light
8 年前
vlad-andreev
84f60431
Shader generator
To reflect a C# struct or class, attach the [GenerateHLSL] attribute to
it. The optional packing parameter is PackingRules.Exact (default),
which emits the struct as is. PackingRules.Aggressive will result in a
tight packing subject to some restrictions. Static primitive fields are
emitted as #defines.
8 年前
sebastienlagarde
bb7bf965
Correct angle attenuation
8 年前
mmikk
a52fc3f6
trying this again
trying this again
8 年前
sebastienlagarde
e243ddce
Forget to remove one file
8 年前
mmikk
8d90d11b
first pass on getting clustered in (shader builds)
first pass on getting clustered in (shader builds)
8 年前