sebastienlagarde
587a0856
HDRenderPipeline: Update HDRenderLoopTest scene
7 年前
Robert Srinivasiah
6c1cbcf3
Remove unused bits in GPUCopyAsset
The generated CS and compute files have some bits removed.
7 年前
GitHub
00a6351a
Add a compile-time switch between the full and the empty VolumetricLighting.compute shader
7 年前
Robert Srinivasiah
57fee59f
Source proper XR render texture size
When single-pass stereo rendering is enabled, we need to source the physical texture size from XRSettings.eyeTextureDesc.
TODO: Still need to handle Texture Arrays and VRTextureUsage appropriately, but that's another PR.
7 年前
GitHub
a2aa6eba
Merge pull request #912 from Unity-Technologies/Branch_FixRTHandleDisableDecal
Fixed HDRP when decal are disabled (issue caused by RTHandle PR)
7 年前
Julien Ignace
e1d35dae
Don't allocate GBuffer in forward only mode.
7 年前
Robert Srinivasiah
c057c34f
Fix typo in GetMaxWidth (formerly GetMaxWith)
7 年前
GitHub
e29b69df
Merge pull request #903 from Unity-Technologies/build/automation
Build/automation
7 年前
Julien Ignace
a3e234fe
Bind an empty UAV when decal are disabled to avoid crash on PS4
7 年前
Robert Srinivasiah
23861037
Disable bindTextureMS for non-MSAA textures
For most pieces of RT state, if we need to create a non-MSAA RT, we can just copy over the state bits from the MSAA RT. However, we shouldn't be turning on bindTextureMS on a 1x texture. Unity somehow allows this creation, but then this leads to binding errors in the ShaderLab code.
7 年前
GitHub
5d05ff3e
Merge pull request #911 from Unity-Technologies/HDRP_GraphicTests
Changed the popup dialog
7 年前
Remy
b2bd555b
Changed the popup dialog : called once fort the first test run in a session, and can be changed from the menu "Internal/GraphicTest Tools/Set Tests Pipelines"
7 年前
Julien Ignace
5749cc0f
Fixed HDRP when decal are disabled (issue caused by RTHandle PR)
7 年前
Robert Srinivasiah
695f1e55
For MSAA-enabled RTHandles, don't overwrite original enableRandomWrite
We need to retain the original value for enableRandomWrite instead of just overriding it if MSAA is enabled.
Currently, we take different internal paths if MSAA is enabled. In the situations that MSAA is not enabled, but MSAA was originally requested, we want to make sure enableRandomWrite can be set on the non-MSAA RT.
Before this change, if MSAA was supported via the RenderPipelineSettings, but not currently enabled by the FrameSettings, the non-MSAA RT was being created without enableRandomWrite, which lead to the RT not being compatible with the passes expecting a UAV.
7 年前
GitHub
14257e27
Merge pull request #909 from Unity-Technologies/debug-display-as-multicompile
Debug display is now a multi compile option
7 年前
sebastienlagarde
3d4d194e
Debug display is now a multi compile option
7 年前
GitHub
ada2f050
Merge pull request #908 from Unity-Technologies/HDRP_GraphicTests
Hdrp graphic tests
7 年前
Evgenii Golubev
1c1f07a0
Terminate the loop sooner
7 年前
GitHub
a6688080
Merge pull request #878 from Unity-Technologies/Branch_RTRefactoring
Refactoring of HDRP render texture usage using RTHandles
7 年前
Julien Ignace
bcdb94ce
Added comment
7 年前
Evgenii Golubev
7f5a785a
Use bsdfData.materialFeatures to store the transmission mode
7 年前
Evgenii Golubev
e6540dfa
Implement clustering of density volumes
7 年前
Julien Ignace
c67546c5
Fixed pyramid debug visualization.
7 年前
Evgenii Golubev
88a993dd
Store SSS flags inside bsdfData.materialFeatures
7 年前
Evgenii Golubev
621d0c61
Rename
7 年前
Julien Ignace
c81b04cf
Gaussian/Depth pyramids now allocate buffers with next power of two size (to account for platforms where NPOT RenderTexture Mips are not supported yet)
7 年前
Evgenii Golubev
0c573a4a
Rename "HomogeneousMediumVolume" to "HomogeneousDensityVolume"
7 年前
Julien Ignace
edd34849
Merge branch 'Branch_RTRefactoring' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RTRefactoring
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
sebastienlagarde
c6c178c5
Merge remote-tracking branch 'refs/remotes/origin/master' into Branch_RTRefactoring
7 年前
Evgenii Golubev
ba308dc1
Compress OritentedBBox storage to 48 bytes
7 年前
sebastienlagarde
af486d0b
add missing option on framesettings debug
7 年前
Evgenii Golubev
dcf10d1d
Add a ComputeBuffer for participating media volumes
7 年前
Sebastien Lagarde
3f6226b8
Better warning message for MSAA and UAV
7 年前
Evgenii Golubev
1df1dda7
Rename: "_GlobalFog" -> "_Global", "HomogeneousFog" -> "HomogeneousMediumVolume"
7 年前
Sebastien Lagarde
71d0fd3a
Rename MSAAAntiAliasing to MSAA as AA is for antialiasing already
7 年前
Remy
47d8fac6
Merge remote-tracking branch 'origin/master' into HDRP_GraphicTests
7 年前
Evgenii Golubev
b4da729b
Refactor things again to [GenerateHLSL]
7 年前
GitHub
ea872f5a
Merge pull request #907 from Unity-Technologies/Change-default-settings-for-planar-reflection
Update planar reflection settings
7 年前
Sebastien Lagarde
9f9a66d6
Fix issue with cluter shaders
7 年前
Remy
1d14feab
Add Popup dialog to be able to run the tests on only one render pipeline asset
7 年前
Evgenii Golubev
044eb2c1
Improve the precision of the near plane calculation
7 年前
sebastienlagarde
a3b3f67e
Update planar reflection settings
7 年前
sebastienlagarde
0bbd55c7
Don't display EnableFPTL in UI
7 年前
Remy
bdf92815
Re-Enable mip map filtering on distortion texture to spot if negative values are clamped or not.
7 年前
Evgenii Golubev
521d4a50
Add a Frustum struct
7 年前
GitHub
f5287a0f
Merge pull request #906 from Unity-Technologies/HDRP_GraphicTests
Hdrp graphic tests
7 年前
sebastienlagarde
f020afb2
Rename GetShadowMask_sRGBFlag to GetShadowMaskSRGBFlag + fix CustomSamplerId
7 年前
Remy
da4312b1
Modify test framework to be able to use multiple render pipeline assets for a single test, in order to test parity of features.
Modified LWRP testscenes accordingly.
7 年前
Evgenii Golubev
2b155faa
Move the OrientedBBox code
7 年前