sebastienlagarde
aaaa267f
HDRenderPipeline: Another fix for layered shaders
8 年前
uygar
2f7e24ac
Initial commit for the new shadow system.
The old system is still in place and is executing, alongside the new system.
Rendering will use the results of the new system, though.
Shadowmap rendering now happens after light lists have been generated.
All relevant files are in the Shadow subfolder.
The basic file structure is:
- ShadowBase.cs has interface and base class definitions
- Shadow.cs has default implementations
- Shadow.hlsl is the default header to be included by shaders
TilePass.cs currently owns the shadows via its InitShadowSystem function.
8 年前
sebastienlagarde
b8002a40
HDRenderPipeline: Fix layered material
8 年前
sebastienlagarde
b309c8cb
HDRendePipeline: Layered Material tweak again
8 年前
sebastienlagarde
cc4b8c9f
HDRenderPipeline: Small tweak for artists on layered material
8 年前
GitHub
f6f27fcb
Merge pull request #124 from Unity-Technologies/fix-layered-shader-influence
HDRenderPipeline: Fix few issue with layered shaders
8 年前
Tim Cooper
df3d8efd
Fix inspector not resetting the loop
8 年前
Sebastien Lagarde
40d99a5f
HDRenderPipeline: Fix few issue with layered shaders
8 年前
Tim Cooper
72689571
Pulling tile pass into it's own asset. :)
8 年前
GitHub
1dc6a510
Merge pull request #123 from Unity-Technologies/Branch_UpdateGITestScene
Updated GI test scene (added baked versus realtime light)
8 年前
Tim Cooper
d608f760
Merge remote-tracking branch 'origin/master' into refactor-hdloop
Conflicts:
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
8 年前
sebastienlagarde
55b83cf2
HDRenderPipeline: Second update for artists - layered shader
8 年前
Tim Cooper
b182e9cd
fix issue where render would not be recreated.
8 年前
sebastienlagarde
ffb6c390
HDRenderPipeline: Update layered material based on artists feedback
8 年前
Tim Cooper
a529e88b
Add common / sky settings to HD Inspector
8 年前
Julien Ignace
273ab865
Updated GI test scene (added baked versus realtime light)
8 年前
runes
ccfbd936
Added UNITY_EDITOR #if's to fix ps4 build
8 年前
Tim Cooper
b999f813
fix formatting
8 年前
sebastienlagarde
fe297c77
HDRenderPipeline: Fix issue with wrong cluster compute shader use with update to HDPiepilneSetup
8 年前
Tim Cooper
d69bfb33
restore local post fx (remove global)
8 年前
GitHub
342f3efc
Merge pull request #121 from Unity-Technologies/Add-tiling-paramater-for-layered
Add tiling paramater for layered
8 年前
Tim Cooper
136a6bd0
Fixing assets.
8 年前
sebastienlagarde
a9389efe
HDRenderPipelin: Add tiling paramater for layered (missing file)
8 年前
Tim Cooper
3403e16c
set default skybox
8 年前
sebastienlagarde
ada64deb
HDRenderPipeline: Add tiling paramater for layered
8 年前
Tim Cooper
8ff712ff
Merge branch 'master' into refactor-hdloop
Conflicts:
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePass.cs
Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyRenderer.cs
Assets/ScriptableRenderLoop/HDRenderPipeline/Utilities.cs
8 年前
Tim Cooper
8f13ba4e
Fix merge issues
8 年前
Tim Cooper
154f98dd
Merge remote-tracking branch 'origin/preview-cameras'
8 年前
Tim Cooper
d6293d68
[SRP]Fix changed API
8 年前
GitHub
58e4eacd
Merge pull request #120 from Unity-Technologies/Enable-Cluster-rendering
Enable cluster rendering
8 年前
Sebastien Lagarde
0ba2f558
HDRenderPipeline: Fix issue with cluster rendering - enable by default with tile for opaque
Thing Left:
- Make the debug mode work in forward! (important for forward only)
- In forward only, the tiled lighting doesn't work. All lights structure
are given to the shaders but is like you have no direct lighting
8 年前
Sebastien Lagarde
da3da19b
HDRenderPipeline: Attempt to fix cluster rendering
8 年前
Evgenii Golubev
93d62bbb
Use point sampling to avoid filtering across depth discontinuities
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
Evgenii Golubev
7d07a953
Optimize and remove dead code
8 年前
Sebastien Lagarde
a5af41b2
HDRenderPipeline: Remove reflection probe to prevent NULL fail until fix.
8 年前
Evgenii Golubev
8aa3f256
Accurately sample the combination of two Gaussians
8 年前
sebastienlagarde
e0d3ad66
HDRenderPipeline: Quix fix about HeightBlend mode v2 for layered material
8 年前
Evgenii Golubev
27059d4f
Use standard deviation instead of variance as it is more intuitive
8 年前
GitHub
906bb804
Merge pull request #119 from EvgeniiG/master
Tweak the behavior of the procedural sky
8 年前
Evgenii Golubev
0447d898
Increase max. supported variance to 4
8 年前
Evgenii Golubev
fa646a10
Separate "scatter push" for Rayleigh and Mie
8 年前
sebastienlagarde
24f0a144
HDRenderPipeline: Move Density/opacity of Layered material in standard mode
8 年前
Evgenii Golubev
1014d65e
Improve bilateral weighting and alpha blending
8 年前
Evgenii Golubev
4c2626c3
Disable height fog during cubemap rendering
8 年前
GitHub
ecd950f5
Merge pull request #118 from Unity-Technologies/Update-layered-material
HDRenderPipeline: Update layered material
8 年前
Evgenii Golubev
e4af7f76
Improve bilateral weighting
8 年前
Evgenii Golubev
399b7f4d
Prevent the rotation of the sun with the sky
8 年前
GitHub
85cd5542
Merge pull request #117 from EvgeniiG/master
Fix the flipped Y axis (due to a D3D convention) for the procedural sky
8 年前
Evgenii Golubev
48b18910
Improve the quality of importance sampling
8 年前