sebastienlagarde
7934dae3
HDRenderPipeline: Refactor shader pass code + fix issue with error detection in editor
This PR clean the error code detection of legacy shader that was drawing
in every pass
It fix an issue with Prepass that was not always correctly handled with
forward only
It clean the code to avoid redundant call of forward pass
It reduce memory allocation by precomputing shader pass name
7 年前
Julien Ignace
60566108
Properly implemented Depth pre-pass in HDRP for Alpha tested geometry (do pre-pass with clip in the shader and then main pass without to avoid bypassing HiZ on GCN hardware)
7 年前
sebastienlagarde
cdd59e19
HDRenderPipeline: Split opaque and opaque alpha tested prepass
7 年前
Frédéric Vauchelles
90b2eb1e
Added refraction, roughness refraction and transparency absorption
7 年前
Frédéric Vauchelles
ec4b0369
Added a utility to copy channels in a compute shader
7 年前
Thomas
a682d870
Fixed code conventions
7 年前
Thomas
c3e1921d
Made string constants public
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
Evgenii Golubev
4b498c82
Initial implementation of stochastic alpha test using TAA
7 年前
Thomas
3d4686f1
Full SSS refactor
7 年前
Julien Ignace
6f585179
Implemented base of "Atmospheric Scattering" framework.
- AtmosphericScatteringXXX files where definition/editor and shader code of the fog functions are and that are used by any shader where fog is needed (full pass opaque fog, transparent forward materials...)
- Implemented basic linear/exponential fog with Uncharted 4 "Mip Sky" color fetch trick.
7 年前
Frédéric Vauchelles
9bf881d7
Write depth in distortion pass and ztest to discard pixel in front of distorted object
7 年前
Sebastien Lagarde
6dd42b8c
Update forward only mechanism
Before we have ForwardOpaqueOnly and ForwardOpaqueDepthOnly and they
were required to be both present at the same time in sahder with regular
pass. Now pass are exclusive:
Guidelines: In deferred by default there is no opaque in forward.
However it is possible to force an opaque material to render in
forward
by using the pass "ForwardOnly". In this case the .shader should
not have "Forward" but only a "ForwardOnly" pass.
It must also have a
"DepthForwardOnly" and no "DepthOnly" pass as forward material (either
deferred or forward only rendering) have always a depth pass.
7 年前
Sebastien Lagarde
6c0c95bd
Add support for AOColor
- This need few test to found the correct formula compare to
GTAOMultiBounce
7 年前
Julien Ignace
1e8876bf
Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_FogAndProceduralSky
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs
# ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl
7 年前
Julien Ignace
8c3d6702
Screen Space Shadows for directional light v0 (WIP)
7 年前
Paul Melamed
c4761310
color map and normal maps working for decals
7 年前
Evgenii Golubev
a46c0009
Merge the old volumetrics code (WIP)
7 年前
Evgenii Golubev
c212b126
Clean up the volumetric lighting code
7 年前
Sebastien Lagarde
36f3cfd4
merge unity 2017.3
7 年前
Evgenii Golubev
b452c309
Merge branch 'Unity-2017.3'
7 年前
Paul Melamed
d31d3ab4
Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderLoop into prototype/decals
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
7 年前
Sebastien Lagarde
61e38068
HDRenderPipeline: Add support for depth postpass and backface/frontface rendering
7 年前
Evgenii Golubev
8ee2d44f
Merge 'master'
7 年前
Sebastien Lagarde
2d0640a5
Draft 2
7 年前
sebastienlagarde
b2780d61
Add a subsurface scattering manager to allocate RT
7 年前
Paul Melamed
68425c93
Merge branch 'master' into prototype/decals
# Conflicts:
# SampleScenes/HDTest/GraphicTest/RealtimeCubemaps.meta
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDStringConstants.cs
# ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
7 年前
sebastienlagarde
0af1be7a
HDRenderPipeline: Move Depth postpass to after transparent (solve issue) + add it to lit shader
7 年前
sebastienlagarde
fa6e0a3a
Various typo fix + disable extra pass if distortion only
7 年前
Evgenii Golubev
81d62eb8
Merge branch 'master'
7 年前
sebastienlagarde
2c9bfb4e
HDRenderPipeline: fix all material in current project
7 年前
sebastienlagarde
04b2dec6
Merge remote-tracking branch 'refs/remotes/origin/master' into prototype/decals
7 年前
sebastienlagarde
2f16949c
HDRenderPipeline decals: Addressed PR feedback
7 年前
Evgenii Golubev
7106bb0a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into volumetrics
7 年前
Arnaud Carre
efa76805
added some required "using UnityEngine.Rendering" (now SRP API is not in Experimental namespace anymore)
7 年前
Sebastien Lagarde
44dc1fce
Move SSS files, move code to Subsurface manager
- Add various resource to the render pipeline asset
- Move SSS shader/CS from lit to subsurface folder
- Move SSS related function from HDRenderPipeline to SubsurfaceManager
- Rename renderPipelinesResources to renderPipelineResources at various
place
7 年前
Sebastien Lagarde
3900be38
Revert various change, as RenderTexture are needed for UAV + fix issue in Jimenez
7 年前
Sebastien Lagarde
30b2b456
Add Fresnel term to SSS profile
7 年前
Evgenii Golubev
7779e807
Merge branch 'master'
7 年前
Evgenii Golubev
5da18693
Add temporal integration support to the Disney SSS
7 年前
Evgenii Golubev
78563feb
Merge branch 'master'
7 年前
Evgenii Golubev
fc06d6c6
Move V-buffer sampling to AtmosphericScattering.hlsl
7 年前
Evgenii Golubev
3f20aa04
Modify _PrevViewProjMatrix for camera-relative rendering
7 年前
Evgenii Golubev
ed2c8061
Merge branch 'cam_rel_magic' of https://github.com/EvgeniiG/ScriptableRenderLoop into volumetrics
7 年前
Evgenii Golubev
9b7488e1
Factor out EvaluateVoxelLighting()
7 年前
Evgenii Golubev
a013ecb1
Improve the reprojection quality
7 年前
Evgenii Golubev
97ac113b
Add sphere-packed offsets in XY
7 年前
lyndon homewood
595016ea
Moved MipMap Debug rendering to its own mode.
Improved the visualisation of mip ratio to handle mip reduction.
Improved the mip level count visualisation now mip streaming shown more clearly in other mip debug mode
Moved common shader functions to HLSL file
7 年前
Sebastien Lagarde
298fa746
HDRenderPipeline: Fix issue with double sided and reflection probe
7 年前
Sebastien Lagarde
322faaad
HDRenderPipeline: fix typo in TransparentDepthPostPass
7 年前
Evgenii Golubev
24634f16
Reduce the reliance on macros for sampling the V-Buffer
7 年前
Sebastien Lagarde
0690038f
HDRenderPipeline: Homegenize name prepass postpass
7 年前
Paul Melamed
57775e99
Clean up decal culling. New global shader variable to skip decal contribution when none are visible.
7 年前
sebastienlagarde
87474f24
Change selection of SSS method from dynamic to static
7 年前
GitHub
ca60bb19
Merge pull request #742 from Unity-Technologies/prototype/decals_no_height
Prototype/decals no height
7 年前
sebastienlagarde
1ce7b9a6
HDRenderPipeline: Removed unused directionalShadowSplitSphereSqr
7 年前
sebastienlagarde
71b735aa
HDRenderPipeline: Add stencil readmask where it make sense
7 年前
lyndon homewood
064d57c1
Merge branch 'feature/mip-debug' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into feature/mip-debug
# Conflicts:
# ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl
7 年前
Evgenii Golubev
c86b3214
Merge branch 'master'
7 年前
Sebastien Lagarde
c3a7633d
Rename SubsurfaceProfile to DiffusionProfile and SubsurfaceRadius to SubsurfaceMask
7 年前
Sebastien Lagarde
814bb007
Decouple SSS and Transmission option
Rename EnableSSSAndTransmission as EnableSubsurfaceScattering and
EnableTransmission
Note: Disabling Transmission doesn't save the ALU if it is enabled in
the profile
+ Add supportSubsurfaceScattering in UI
+ Small cosmetic rearrangement at the beginning of lit.hlsl
7 年前
Sebastien Lagarde
eb916f23
More draft
7 年前
Frédéric Vauchelles
3e63b300
[PlanarReflection] (wip) refactoring projection volume in light loop
7 年前
Frédéric Vauchelles
a0451785
[PlanarReflection] (wip) refactoring env lights
7 年前
Evgenii Golubev
7e74580b
Merge branch 'master'
7 年前
Frédéric Vauchelles
790cee43
Merge branch 'master' into feature/PlanarReflection
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
7 年前
Thomas
e05f7f24
Fixed gaussian pyramid first blit (point -> bilinear filtering)
Should look smoother and reduce aliasing in motion.
7 年前
Frédéric Vauchelles
726cdc40
[PlanarReflection] projection fixes
7 年前
Sebastien Lagarde
f97342c5
Merge remote-tracking branch 'refs/remotes/origin/master' into feature/mip-debug
7 年前
Frédéric Vauchelles
6611be52
[PlanarReflection] Update planar sampling
7 年前
Julien Ignace
6cf5f4d4
Manually re-applied and fixed screen space shadow code after big merge of master that moved every files.
7 年前
Julien Ignace
93c49e08
- Switched sample count to a uniform to be changed by users
- Cleaned UI
- Added a variation to disable contact shadows
7 年前
Evgenii Golubev
d6e30390
Remove 2x QR instruction from the SSS pass
7 年前
sebastienlagarde
d1c884e4
Add Lux meter debug mode
7 年前
sebastienlagarde
a0d8e8b4
Add support of debug font for debugging
7 年前
Frédéric Vauchelles
86df6636
Merge master
7 年前
Julien Ignace
4172199d
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_ScreenSpaceShadows
# Conflicts:
# Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/CornelBox/Cornell Box.fbx.meta
# Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/Sphere/Sphere.fbx.meta
# Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView/3003_CameraMotionVector_TranslateX.unity.meta
7 年前
Sebastien Lagarde
c4945c71
Correct stringId of _DebugFont
7 年前
sebastienlagarde
6c8462a0
Refactor all the code of colorpicking to make a more general version
7 年前
GitHub
5c7e1fd0
Merge pull request #809 from Unity-Technologies/Branch_ScreenSpaceShadows
Contact Shadows
7 年前
Frédéric Vauchelles
ca10cd2f
Merge
7 年前
Julien Ignace
03e54099
(WIP) Changed all HDRP RenderTextures to RTHandles
7 年前
Julien Ignace
9b8805cb
- Fixed Depth/Color size mismatch for scene view by copying our depth buffer into the right depth target
- Fixed gaussian/depth pyramid mipmap generation(size was wrong).
7 年前
sebastienlagarde
64b952d8
Add sRGB support for color picker debug
7 年前
Frédéric Vauchelles
5f6876d6
Merge branch 'master' into feature/PlanarReflection
7 年前
Frédéric Vauchelles
9a41a6d7
[PlanarReflections] Small fixes
7 年前
Frédéric Vauchelles
4790fa79
[PlanarReflection] Use Object space vp matrices to sample in planar reflection texture
7 年前
Frédéric Vauchelles
df67690c
[PlanarRelfection] Fixed projection for plaanr reflection, added debug mode for proxy volumes
7 年前
Evgenii Golubev
ffea0999
Add more phase functions
7 年前
Frédéric Vauchelles
504ba0e9
[PlanarProbes] Packed env light data and env proxy data
7 年前
sebastienlagarde
3623b5e1
add mipindex for blit + add a separate sahder resources
7 年前
sebastienlagarde
25cb23c4
Fix various issue, remove previous code
7 年前
Frédéric Vauchelles
d6743fba
Merge branch 'master' into feature/PlanarReflection
7 年前
sebastienlagarde
4a59f964
HDRenderPipeline: fix naming of _DepthPyramidTexture => _PyramidDepthTexture
7 年前
Julien Ignace
19029ddd
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RTRefactoring
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/RenderPipelineSettingsUI.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/SerializedRenderPipelineSettings.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/RenderPipelineSettings.cs
7 年前
Frédéric Vauchelles
f7bd8fd7
Merge branch 'master' into feature/PlanarReflection
7 年前
Julien Ignace
39692887
- Fixed Gaussian/Depth pyramid rendering and debug
- Fixed various Blit related issues related to target scaling.
7 年前
Evgenii Golubev
1ef2e80a
Use an improved (generalized) depth distribution
7 年前
Frédéric Vauchelles
f84484dc
[ScreenSpaceProjection] added debug modes
7 年前
Evgenii Golubev
03f7d07a
Add preliminary ambient probe support
7 年前
sebastienlagarde
9afa4d41
First draft
7 年前
Evgenii Golubev
4ab61ec7
Add basic light probe support to volumetric lighting
7 年前
Julien Ignace
950b560d
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RTRefactoring
# Conflicts:
# ScriptableRenderPipeline/Core/CoreRP/CoreUtils.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.asset
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs
7 年前
Evgenii Golubev
78ee066f
Precompute the phase constant
7 年前
Frédéric Vauchelles
672c909b
Merge branch 'master' into feature/ScreenSpaceProjection
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/SceneViewDrawMode.cs.meta
# Tests/Scripts/Editor/GraphicTests/Framework/TestResultWindow.cs.meta
7 年前
Paul Melamed
ffd9f57f
intermediate commit, decals pass info to gpu light culling
7 年前
Paul Melamed
cf795cc1
intermediate commit, switching to another branch
7 年前
Paul Melamed
8668ed75
decals working on transparency
7 年前
GitHub
6bcaecf3
Merge pull request #901 from EvgeniiG/master
Add support of the ambient probe to volumetric lighting
7 年前
Julien Ignace
f956cebd
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RTRefactoring
7 年前
Sebastien Lagarde
9f9a66d6
Fix issue with cluter shaders
7 年前
Evgenii Golubev
1df1dda7
Rename: "_GlobalFog" -> "_Global", "HomogeneousFog" -> "HomogeneousMediumVolume"
7 年前
Evgenii Golubev
fdd5cb7f
Ignore VBuffer scale
This means there is some fractional error if the screen size is not a multiple of 8 (or 4, depending on settings), but the error is typically less than 1%, so it's not very visible.
7 年前
Evgenii Golubev
e6540dfa
Implement clustering of density volumes
7 年前
sebastienlagarde
3d4d194e
Debug display is now a multi compile option
7 年前
Frédéric Vauchelles
78ba9e5b
Merge master
7 年前
Frédéric Vauchelles
17eb7e3c
[ScreenSpaceTracing] (wip) step by step debugging
7 年前
Frédéric Vauchelles
210bb00c
(wip) screen space tracing debug
7 年前
Paul Melamed
f2019f6b
Bind decal HTile as a texture
7 年前
Robert Srinivasiah
84dcd92c
Plug-in stereo matrices plus bind new stereo matrices
Won't really take effect until stereo SRP APIs are activated
7 年前
Paul Melamed
75b17fab
Merge branch 'master' into decals/clustered
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/Decal.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DecalUtilities.hlsl
7 年前
Evgenii Golubev
070349c8
Merge branch 'master'
7 年前
Paul Melamed
db42063a
clustered decal refactor
7 年前
Evgenii Golubev
2bf107d2
Rename to follow convention
7 年前
Paul Melamed
382f92e6
Some refactoring and cleanup of how decal draw data gets prepared
7 年前
Paul Melamed
67ffc876
PR cleanup
7 年前
Evgenii Golubev
e768893e
Merge branch 'master'
7 年前
Robert Srinivasiah
8218bb9a
Use HDCamera modified stereo view matrices
This is to support camera relative rendering in stereo. The modified view matrix propogates to the stereo versions of InvView and ViewProj.
7 年前
Paul Melamed
429be124
Merge branch 'master' into decals/clustered
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
7 年前
Robert Srinivasiah
b106666f
Stereo-ize screen-space AABBs generation (AABBBoundsBuffer)
In order to stereo-ize this job, the following work was needed:
* Dispatch twice as many thread groups. Use the GroupID.y to select the eye being processed.
* Submit one set of convex bounds per eye. Two bounds are generated for each light.
* Submit stereo-aware projection matrices, passed in as an array, and indexed with the stereo eye index in the compute shader.
* Output one set of AABBs for each eye.
* Increase size of compute buffers to support the stereo case (WIP)
This was verified with the test suite and manually via RenderDoc.
7 年前
Robert Srinivasiah
6f2b52f2
Merge remote-tracking branch 'origin/master' into hdrp-xr-lighting
Manual fixup of some LightLoop stuff (stereo + decals living together in light cull data)
7 年前
Robert Srinivasiah
071d7e11
Start port of HDRP BigTile to XR
Adding support for stereo-ized matrices
7 年前
Evgenii Golubev
0a2033df
Merge upstream/master
7 年前
Evgenii Golubev
dd8b51a8
Merge branch 'master'
7 年前
Evgenii Golubev
98ba5ff6
Prepare the volume voxelization stub
7 年前
Evgenii Golubev
f8b3df68
Implement soft semi-conservative voxelization
7 年前
Frédéric Vauchelles
d1dfdb4e
Merge branch 'master' into feature/ScreenSpaceProjection
# Conflicts:
# SampleScenes/HDTest/PlanarReflectionTests.unity
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/LightingDebugPanel.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
7 年前
sebastienlagarde
e519cc25
HDRenderPipeline: Add specular color debug override
7 年前
Frédéric Vauchelles
801f262f
debug fixes
7 年前
Frédéric Vauchelles
c2126e91
Added bruteforce screen space tracing
7 年前
Frédéric Vauchelles
070dec58
Added int to switch between raymarching algorithm for testing purpose
7 年前
Julien Ignace
36fb4e21
Added debug exposure parameter to several debug modes.
7 年前
Evgenii Golubev
2202a083
Remove UnityPerCamera, introduce UnityPerView
6 年前
Evgenii Golubev
a3e9bdfc
Improve the support of orthographic rendering
6 年前
Evgenii Golubev
1d711357
Merge 'upstream/master'
7 年前
Paul Melamed
2cf56db5
fix texture lod selection for clustered decals
7 年前
GitHub
7650c7a6
Merge pull request #1121 from EvgeniiG/master
Add local box volume support to volumetrics
7 年前
Paul Melamed
0c97c0da
initial commit
7 年前
GitHub
fcb12503
Merge pull request #1112 from Unity-Technologies/Branch_DebugExposure
Added debug exposure parameter to several debug modes.
7 年前
Paul Melamed
d37105f2
Merge branch 'master' into decals/texture_atlas
7 年前
Frédéric Vauchelles
253790d4
Renamed properly buffer pyramid variables
6 年前
Paul Melamed
0702ab28
copying sample texture into 4kx4k atlas
7 年前
Frédéric Vauchelles
4fbb1c4f
(wip) Added refraction model
6 年前
Paul Melamed
ff3bd5a3
using new texture atlas to store decal textures
6 年前
Frédéric Vauchelles
412bd010
Merge master
6 年前
Frédéric Vauchelles
5ef1d97f
(wip) Added debug for proxy and hiz refraction modes
6 年前
Frédéric Vauchelles
66076676
Added debug for HiZ SSRT
6 年前
Frédéric Vauchelles
659b634a
Added wip pass for SSReflection
6 年前
Evgenii Golubev
8d663ac4
Merge upstream/master
6 年前
Paul Melamed
5e4ad2d7
Merge branch 'master' into decals/texture_atlas
# Conflicts:
# ScriptableRenderPipeline/Core/CoreRP/CoreResources/TexturePadding.compute
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Light/HDAdditionalLightData.cs
6 年前
Evgenii Golubev
c4d118bd
Rename 'param' -> 'params' for consistency
6 年前
Evgenii Golubev
ef6c6a3e
Add _FrustumParams to UnityPerView
6 年前
Evgenii Golubev
2c4bd864
Add and/or rename to legacy Unity shader variables
6 年前
Evgenii Golubev
b4708ef6
Merge upstream/master
6 年前
Frédéric Vauchelles
4bd00e90
Merge master
6 年前
Evgenii Golubev
69dfe3f6
Switch to the volume system WIP
6 年前
Evgenii Golubev
e788c519
Port global density volumes to the interpolation volume system
6 年前
sebastienlagarde
9298afe1
Remove osbole debug mode: EnvironmentProxyVolume and EnvironmentSampleCoordinates
6 年前
Frédéric Vauchelles
09596c67
Merge branch 'master' into feature/SSR
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
6 年前
Frédéric Vauchelles
b6f0098d
(wip) SSR for deferred
Toggle for SSR
6 年前
GitHub
3a0290a2
Merge pull request #1225 from EvgeniiG/master
Port global density volumes to the interpolation volume framework (+ misc improvements)
6 年前
Frédéric Vauchelles
d9f5b4f5
Merge branch 'master' into feature/SSR
# Conflicts:
# ScriptableRenderPipeline/Core/CoreRP/Textures/RTHandleSystem.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDUtils.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/BufferPyramid.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyManager.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyRenderingContext.cs
6 年前
Evgenii Golubev
00676317
Introduce the VolumetricLightingController component
6 年前
Raymond Graham
29eb0f1f
3D texture sampling in homogeneous volumes.
6 年前
Raymond Graham
2e819225
Volumetric updates from Evgenii
6 年前
Evgenii Golubev
0be42a4f
Use correct terminology: rename "asymmetry" -> "anisotropy"
According to d'Eon, asymmetric scattering occurs due to anisotropic phase functions in anisotropic participating media.
6 年前
Frédéric Vauchelles
6a14305e
Merge branch 'master' into feature/SSR
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
6 年前
Frédéric Vauchelles
b222ccef
Added linear raymarching in HiZ
Fixed HiZ reflection
6 年前
Frédéric Vauchelles
045dee67
(wip) Added linear blending for proxy mode
6 年前
Evgenii Golubev
e7f0a6d1
Fix issues with light leaking in volumetric lighting
(due to sub-allocation (resource aliasing) of the RTHandle system)
6 年前
Evgenii Golubev
91dc696c
Merge upstream/master
6 年前
sebastienlagarde
298e1251
Rename _MainDepthTexture to _CameraDepthTexture C# side
6 年前
Frédéric Vauchelles
4bfaa623
merge master
6 年前
GitHub
c3aaee56
Merge pull request #1302 from EvgeniiG/master
Move the Volumetric Lighting system to the RTHandle system
6 年前
Frédéric Vauchelles
bbdbc49d
(wip) parameter for screen distance blending
6 年前
Frédéric Vauchelles
225851ea
Renamed properly SSR settings
6 年前
Frédéric Vauchelles
27865707
Reproject SSR with motion vectors
Added HiZ cell mip diff debug
6 年前
Frédéric Vauchelles
c0482898
Removed linear raymarch before HiZ, replaced with call intersection
6 年前
Frédéric Vauchelles
f994c6c3
displaye sampled color in HiZ for debug
6 年前
Frédéric Vauchelles
6f23a811
Jitter ray origin to add noise instead of banding when raymarching
6 年前
Frédéric Vauchelles
d5c1a104
Added toggle to raymarch behind objects
several stability fixes
6 年前
Frédéric Vauchelles
3932faa4
Merge branch 'master' into feature/SSR
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/CHANGELOG.md
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCameraFrameHistoryType.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
6 年前
Paul Melamed
34a0dcbf
intermediate commit
6 年前
Paul Melamed
6459cbb2
mesh decals somewhat working
6 年前
Antoine Lelievre
c19674c0
Added false color debug mode
False color debug mode in the rendering tab of the debug wnidow
6 年前
Paul Melamed
a95094c7
Address PR comments
6 年前
Paul Melamed
29ce571e
Merge branch 'master' into decals/ss3_channel_mask
6 年前
Sebastien Lagarde
c7c66abc
Add normalBufferManagement
6 年前
Sebastien Lagarde
0ec73e5c
Merge branch 'master' into normal-buffer-support
6 年前
Antoine Lelievre
013fb07a
Better dominant light detection algorithm
6 年前
Sebastien Lagarde
d69fdafe
HDRP: Add support for multiple PreIntegratedFGD + updte hlsl debug number
6 年前
Antoine Lelievre
544a96c4
Better dominant light detection algorithm
6 年前
Paul Melamed
de7b8a99
mesh decals work with some per channel masks
6 年前
Paul Melamed
c6fc1808
Added per channel blend selection mode for decals to render pipe asset
6 年前
Paul Melamed
c26acc53
intermediate commit
6 年前
Paul Melamed
d25c0df6
New ui and 3RT/4RT modes work for decals
6 年前
sebastienlagarde
1b755a40
Add opacity parameter for contact shadow
6 年前
Sebastien Lagarde
09ca5ea6
Rename EnableDBuffer to EnableDecals + Fix issue with MAOS
6 年前
GitHub
80d748f5
Add light linking support ( #1758 )
* HDRP: Add support of light layering for forward (first draft)
TODO:
- Test instancing
- Check perf
- add an option to disable light layer support + in frameSettings
- add deferred rendering support (mean add an optional extra GBuffer)
* Add LightLinking support (version 1 - compile)
This PR add support of LightLayers feature.
To use it, setup mask renderingLayers on renderers and LightLayers on a lights. If a logical and of both give a non 0 value, the light is apply, otherwise it isn't.
This mean that by default LightLayers is 1 and RenderingLayers is 1. Then user can say LightLayers is only 2 and it will only affect renderingLayers with 2 or 3 mask value.
LightLayers require an extra GBuffer in deferred, mean it have extra bandwidth and memory cost.
LightLayers once enabled in HDRPAsset with SupportLightLayers can be control by FrameSettings. Mean a camera can enable extra RT only for an in game cinematic.
This PR refactor...
6 年前
Antoine Lelievre
7ba755b2
Add lux unit for HDRI sky
6 年前
Antoine Lelievre
da2ab148
Better HDRI sky integration formula
6 年前
Antoine Lelievre
d33e5edc
Cleanup HDRI sky code
6 年前
Antoine Lelievre
b2cf9b0e
Added a volume to control the indirect light intensity
6 年前
Anis Benyoub
cd8cac28
Rename cloth to Fabric
6 年前
Sebastien Lagarde
2b3f449e
Fixing winding and VFACE order issue + Remove _DetViewMatrix
6 年前
Paul Melamed
26eb1cae
add decals to stacklit material
decals correctly affect normal buffer in forward and for stacklit in deferred
6 年前
Yao Xiao Ling
6e836668
Implement mipmap debug mode for terrain.
6 年前
Thomas
7ffc71c9
First pass at refactoring and speeding up depth & color pyramids
6 年前
Thomas
e7f10913
Do the color pyramid in a separate buffer
6 年前
Evgenii Golubev
bee9896f
Stop NaN propagation within volumetric lighting shader (v2)
6 年前
Thomas
468989ad
Merge branch 'master' into pyramid-rework
6 年前