sebastienlagarde
04996a33
Another way to remove additional settings for shadow
7 年前
Frédéric Vauchelles
085001f9
[PlanarProbe] Don't active planar probe when deactivated
7 年前
Frédéric Vauchelles
6f37bc42
[PlanarReflection] Discard pixels out of oblique frustrum wen samplign environment
7 年前
uygar
251d7683
Added using the normal in deferred directional shadow passes if available.
7 年前
Frédéric Vauchelles
2f071063
[PlanarReflection] Added handles for capture mirror
7 年前
uygar
f7a762c8
Fixed wrong projection inversion being used for orthographic projections.
7 年前
Frédéric Vauchelles
8b3b4aa8
[PlanarPRobe] Use oblique matrix for baked planar probes
7 年前
uygar
c8556633
Changed shadow biasing. Biasing can now use normal and light vector information to avoid artifacts.
Added:
- normal+view biasing
- light view only biasing
- per sample biasing for wide PCF filters
- corner light leaking mitigation
- defines to control what type of biasing should be enabled
- a few new UI controls in the additionalshadowdata component
Removed previous biasing controls. They won't have any effect anymore.
7 年前
Frédéric Vauchelles
98ee4ecf
[PlanarReflection] Updated UI
7 年前
uygar
e374ee47
Shadows are now evaluated using the device projection matrices directly, making inverseZ handling in the shader unneccessary for PCF sampling.
7 年前
Frédéric Vauchelles
878fe6d0
[PlanarReflection] Fixed reflection probe
7 年前
Frédéric Vauchelles
7998876a
[PlanarReflection] Fixed disabling planar probe
7 年前
Frédéric Vauchelles
b3b971f1
[PlanarReflection] Use non oblique projection matrix for light culling
7 年前
Paul Melamed
e5b34b08
passing normalToWorld in material block properties
7 年前
Felipe Lira
c4fe41bb
workaround to alleviate the bias cascade issue while we don't have a proper solution.
7 年前
Felipe Lira
c925c4c7
Converted fragment functions to use InputData struct so we can update more easily ShaderGraph template.
7 年前
Felipe Lira
db534016
shadowcoord is now using high precision
7 年前
Felipe Lira
cfca3b82
Computing shadow coord in vertex when not using cascades.
7 年前
Robert Srinivasiah
8828b0b7
Rework cluster kernel name gen to relieve GC pressure
Originally, I concatenated strings in order to generated the clustered light list generation kernel name. But @chman pointed out this would be bad for the GC, since this code runs every frame.
So instead, I pre-generate the kernel names, and index into a 2D array to select the correct kernel string. Heck, it may even look nicer this way.
7 年前
Robert Srinivasiah
fecb6084
Extra comment re: ConfigureMSAADependentSettings
7 年前
Robert Srinivasiah
3b9c6146
Remove UAV hack from CoreUtils.UpdateRenderTextureDescriptor
Properly manage UAV + MSAA from the code that calls CreateCmdTemporaryRT
Plus some extra cleanups
7 年前
Robert Srinivasiah
9e90b376
Further cleanups for partial-functionality PR
Getting this branch ready to merge, even though we aren't at full functionality yet
7 年前
Robert Srinivasiah
3ad8312c
Proper QualitySettings interface
InitializeFrameSettings properly enables/disables MSAA path depending on the QualitySettings.antiAliasing value
We should probably display this in the AdditionalCameraData in the future.
7 年前
Robert Srinivasiah
42711992
Editor UI + QualitySettings adjusting MSAA HDRP paths
7 年前
Robert Srinivasiah
4a125ead
MSAA works with clustered light list generation
Changed clustered kernel string generation
LightLoop settings disables FPTL with MSAA
Disable SSS HTILE allocation if SSS is diabled (fails with MSAA)
I want to make the config more dynamic, then...I can start re-adding passes!
7 年前
Robert Srinivasiah
d3425de4
Temp updates to enable MSAA rendering w/o errors
Temp MSAA RTs cannot have UAVs generated (enableRandomWrite)
The depth textures need bindMS = true, otherwise, CopyTexture and related ops fail
Now, the light list gen needs to be fixed, and then we can start making progress!
7 年前
GitHub
92a10806
Merge pull request #202 from Unity-Technologies/peter-fixes
Various fixes
7 年前
Peter Bay Bastian
891d3537
Possible fix for #154 - UV channel was not being serialized
7 年前
Peter Bay Bastian
a1cc908e
Fixes #198 - only dirty nodes were being used as starting point for PreviewMode propagation
7 年前
Matt Dean
97f21962
Fix Color node recompilation
7 年前
Peter Bay Bastian
d2b1d4db
Fix UXML paths
7 年前
Peter Bay Bastian
a65c3ca4
Bump package version
7 年前
GitHub
a4f6c1fd
Merge pull request #194 from Unity-Technologies/master-preview-rendertexture-rescale
Make rendertexture on master adapt resolution on rescale
7 年前
Peter Bay Bastian
038d4d90
Remove property node from search results
7 年前
Matt Dean
02d1b5dd
Fix UV material slot serialization
7 年前
GitHub
d2f86285
Merge pull request #192 from Unity-Technologies/node-bugfixes
Property type refactor and Blackboard extension
7 年前
Matt Dean
bd973f81
Rename Vector1ShaderProperty.cs
7 年前
Matt Dean
3dae07c8
Add FormerName tag to Vector1ShaderProperty
7 年前
GitHub
f59e7806
Merge pull request #195 from Unity-Technologies/fix-ondisposed-empty-shadergraph
[FIX] Fixed an issue where openening up an empty shadergraph without …
7 年前
Jens Holm
de57de9e
Add function in master preview to update rendertexture size after next layout change
7 年前
Matt Dean
9c0b93c1
Merge branch 'master' into node-bugfixes
7 年前
Martin Thorzen
058f5c05
[FIX] Fixed an issue where openening up an empty shadergraph without any nodes caused an error.
7 年前
Jens Holm
ae1852e9
Merge remote-tracking branch 'origin/master' into master-preview-rendertexture-rescale
7 年前
Matt Dean
78f31c8e
Fix adding Slider and Int properties from inline node conversion
7 年前
GitHub
395c3ec5
Merge pull request #193 from Unity-Technologies/properties-in-search
Improvements to node search
7 年前
Jens Holm
d54f7422
Fix typo in ResizeHandle
7 年前
Matt Dean
4ad43705
Vector1 property refactor and types
7 年前
Tim Cooper
c1fe04ad
Add Vector1 shader graph for matt
7 年前
Jens Holm
b49f21d7
Tidy up resize handle
7 年前
Matt Dean
78db5ef1
Refactor float based shader properties
7 年前