sebastienlagarde
91937fed
HDRenderLoop: Merge FPTL - start light application
- all broken for now
8 年前
Sebastien Lagarde
a91df7f9
HDRenderLoop: Merge FTPL - application of opaque tiled lists (untested)
8 年前
Sebastien Lagarde
557e77d1
HDRenderLoop: First almost working version of tile from FPTL
8 年前
sebastienlagarde
898ec83d
HDRenderLoop: Misc fix for making cluster FPTL work, still not working
8 年前
Sebastien Lagarde
62c01cdd
HDRenderLoop: First no working version of cluster FPTL
8 年前
Sebastien Lagarde
39e6194b
HDRenderLoop: few fix on cluster FPTL, still not work yet
8 年前
Sebastien Lagarde
546401a2
HDRenderLoop: Version that compile and display something
8 年前
Julien Ignace
75e969dc
Hacked in a better PCF for directional light.
8 年前
Evgenii Golubev
e195a008
Remove semicolons after macro definitions
8 年前
Evgenii Golubev
a8c79dbc
Move UNITY_SPECCUBE_LOD_STEPS out of D3D11.hlsl
8 年前
sebastienlagarde
291b4c6d
HDRenderPipeline: Fix-point-light-shadow
8 年前
sebastienlagarde
12a52bf3
HDRenderPipeline: Add support for LatLong reflection
8 年前
Evgenii Golubev
f38f5e1a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
sebastienlagarde
cf6dab8e
HDRenderPipeline: Disable (not implemented) IES lights to save one slot on PS4 (until PS4 is fix)
8 年前
uygar
2a8f7eaa
Added missing files from initial commit.
8 年前
Julien Ignace
aab6d427
- Fixed last directional cascade to not be fully shadowed.
- Renamed Shadow Debug to Lightinig Debug and added GUI for Diffuse/Specular lighting debug.
8 年前
mmikk
e8505d17
switch to structured across the board
switch to structured across the board
8 年前
Evgenii Golubev
02b8a18b
Implement SSS transmittance for punctual and directional lights
8 年前
uygar
c8a27740
Merge branch 'master' into shadows
8 年前
Evgenii Golubev
73119b5e
Apply thickness bias in world space
8 年前
uygar
77102a68
Merge branch 'master' into shadows
8 年前
mmikk
f8fb534f
allow clustered tiled to use 16, 32 or 64 as its tile size
allow clustered tiled to use 16, 32 or 64 as its tile size. Fptl will
remain 16x16 due to its per pixel nature.
8 年前
sebastienlagarde
20a72b30
HDRenderPipeline: Change from 16x16 to 32x32 tile size for clustered
- Shader opaque compute doens't work
- Seems that if we disable clustered for forward, the fallback have some
conflict with tiling (not a use mode as the fallback is just a debug
mode but should not happen).
8 年前
Antti Tapaninen
c3b566bd
work in progress, avoid using cubemap textures on mobile targets
8 年前
Evgenii Golubev
5a2aa8b3
Fix flickering issues on PS4 for the single pass loop (+ initial fixes for FPTL)
Flickering is caused by the delay between values in the constant buffer (globals) and values in structured buffers becoming visible in the Deferred shader. It appears that the update latency (the number of frames between setting the value in C# and being able to access it in a shader) varies depending on the type of buffer. Therefore, moving globals into a structured buffer provides a workaround for the single pass loop.
Doing the same for FPTL does not appear to be sufficient. Could be that the additional compute pass introduces extra frame(s) of latency, or that globals from ShaderVariables.hlsl need to be moved as well.
Globals from Clustered appear to be set once for multiple shaders, which makes implementing a similar workarond even more complicated.
8 年前
Evgenii Golubev
c2338e0f
Fix 16-byte alignment issues
8 年前
Julien Ignace
0c28f619
- PushGlobalXXX methods in TilePass.cs now use command buffer (all but Int version which does not exist yet)
- Moved setup of various compute buffers for lighting so that they are compliant with double buffering when it's in.
8 年前
sebastienlagarde
f4696e8d
HDRenderPipeline: Update abstraction of cubemap array for mobile
8 年前
GitHub
ea39b5ac
Merge pull request #195 from Unity-Technologies/Branch_ComputeBufferSmallRefacto
Small refactor of ComputeBuffer handling for lighting
8 年前
Tim Cooper
c30d33b8
[Format]Reformat via format.pl to match the new conventions
8 年前
Evgenii Golubev
f5b4c7e9
Implement orthographic projector lights (single pass loop only)
8 年前
Evgenii Golubev
6c81aaea
Implement tile & cluster support for orthographic projector lights
8 年前
uygar
c0b6dcd6
Removed the old shadow system.
Removed the temporary namespace ShadowExp.
8 年前
Sebastien Lagarde
3185a7c5
HDRenderPipeline: Replace TILE_SIZE MACRO by GetTileSize()
8 年前
Sebastien Lagarde
58f36f39
Merge remote-tracking branch 'refs/remotes/origin/master' into shadows
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
8 年前
sebastienlagarde
dc6d3e84
HDRenderPipeline: Re-enable shadow atlas visualization + some clean
8 年前
Sebastien Lagarde
36142eb8
HDRenderPipeline: Update SSAO effect
8 年前
sebastienlagarde
6efb11c7
HDRenderPipeline: Finish to fix issue with AO
Store inverse AO in the buffer to to waste a sampler in lightloop
8 年前
Julien Ignace
602c3afe
Fixed various over uniforms in Constant Buffers
7 年前
Evgenii Golubev
4a9e84ed
Merge projector lights into punctual lights
7 年前
sebastienlagarde
5ba18d3a
Add variant for material classification + clean split lighting evaluation
7 年前
sebastienlagarde
6a6e049c
HDRenderPipeline: Rename ShadeOpaque => deferred.compute + AO can affect direct lighting
- and clean the TilePassLoop to have less code duplication
7 年前
sebastienlagarde
ac1815de
Precompute ShaderIds to avoid allocation
7 年前
sebastienlagarde
c635afcd
Add multi bounce approximation on SSAO (Colored AO)
7 年前
Julien Ignace
5c499a91
Fixed Deferred shadows for forward opaque by using GetTemporaryRT (to pass automatically the texture to pixel shaders)
7 年前
Frédéric Vauchelles
90b2eb1e
Added refraction, roughness refraction and transparency absorption
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
Julien Ignace
30bdceed
- Properly integrated fog for transparent Lit/Unlit materials.
- Added density parameter for exp fog
7 年前
Sebastien Lagarde
281e0be9
Optimize Sky case and setup new rules for projection and influence shape of reflection probe
- Add light type to evaluateBSDF_env prototype. This allow the compiler
to optimize the sky case.
- Clean unused code
- Put the constrain that shape influence and shape projection match and
that shape projection can be setup at infitinte to simulate no shape
projection (but keep influence)
7 年前
Sebastien Lagarde
a0915eb9
Move ambient occlusion code from LightingLoopContext to lit.hlsl
- rename ltc_linear_clamp_sampler and ltc_trilinear_clamp_sampler to
s_linear_clamp_sampler and s_trilinear_clamp_sampler
- remove ambient occlusion from LightingLoopContext as it should not be
here, and move it to EvalutePostBSDF
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
Sebastien Lagarde
935bfd9b
HDRenderPipeline: Refactor LightLoop glue code
- add a "Lighting" structure in material that replace LightAccumulator
- use it in all prototype
- Material now apply the weights
7 年前
Sebastien Lagarde
61e9390a
HDRenderPipeline: Fix the pipeline to be fptl for opaque and cluster for transparent
- remove all the cluster settings option
7 年前
Julien Ignace
5a107310
Renamed TilePass to LightLoop
7 年前
Evgenii Golubev
2bb69649
Remove cookie alpha channel support
7 年前
Evgenii Golubev
66b71b35
Remove TilePass.hlsl
7 年前
Evgenii Golubev
4cd2d228
Replace all sampler macros with SAMPLER
7 年前
Evgenii Golubev
5e6cfadc
Remove redundant samplers in LightLoopDef.hlsl
7 年前
Evgenii Golubev
caa05a24
Add a TODO
7 年前
Evgenii Golubev
c16681df
Merge branch 'master'
7 年前
Sebastien Lagarde
09fc2fbf
HDRenderPipeline: update comment + remove unsued _DirShadowSplitSpheres
7 年前
Evgenii Golubev
c86b3214
Merge branch 'master'
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
Frédéric Vauchelles
790cee43
Merge branch 'master' into feature/PlanarReflection
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
7 年前
Frédéric Vauchelles
e34bb3af
[PlanarReflection] fix cache type check
7 年前
Frédéric Vauchelles
726cdc40
[PlanarReflection] projection fixes
7 年前
Evgenii Golubev
61786b80
Optimize material classification for uniform feature evaluation
7 年前
Frédéric Vauchelles
6611be52
[PlanarReflection] Update planar sampling
7 年前
Frédéric Vauchelles
86df6636
Merge master
7 年前
Frédéric Vauchelles
0f4291cb
[PlanarReflection] (wip) simple reflection
7 年前
Frédéric Vauchelles
b0889a10
[PlanarReflectionProbe] Fixed capture position
7 年前
Evgenii Golubev
b8ee7c27
Handle the repeat mode using the sampler for proper filtering
7 年前
Frédéric Vauchelles
6f37bc42
[PlanarReflection] Discard pixels out of oblique frustrum wen samplign environment
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
c423498c
[PlanarReflection] use alpha in sample env for weight
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
Frédéric Vauchelles
3811cdc8
[PlanarReflection] Fixed sampling on invalid direction
7 年前
Frédéric Vauchelles
504ba0e9
[PlanarProbes] Packed env light data and env proxy data
7 年前
Frédéric Vauchelles
4ad995e4
[PlanarProbe] (wip) packing envlightdata structure
7 年前
Frédéric Vauchelles
3e32850a
[PlanarReflection] Restored 2D Texture sampling for planar reflection
7 年前
Frédéric Vauchelles
b4cc081b
[PlanarReflection] Add debug mode on both planar and reflection probe
7 年前
Frédéric Vauchelles
42e300fe
[PlanarProbe] Provide full size array of available VP matrices to shaders
7 年前
sebastienlagarde
78ef1fc7
Fix SampleEnv warning in deferred.compute
7 年前
Evgenii Golubev
a5a04d6b
Fix the clip-space bug (+ add explanation)
7 年前
Frédéric Vauchelles
19c80216
Added a library function to get NDC with the Z component
7 年前
Robert Srinivasiah
31ec4175
Supposted stereo-ized clustered light list lookups
Use the same mechanisms from lightlistbuild-clustered to read from g_vLayeredOffsetsBuffer and g_logBaseBuffer
7 年前
Robert Srinivasiah
ed1a2f00
Use common LogBaseBuffer index generator
Shared between clustered light list gen and lookup
7 年前
Robert Srinivasiah
c310dc18
Create common function for indexing into layered offset buffer
7 年前
Robert Srinivasiah
2b42cb90
Cleanup structured comments
I use comments to track where to fix places, time to go!
7 年前
sebastienlagarde
88378544
Bring back dynamic branch for cluster/tile in forward to reduce the number of shader variant
- Bring back dynamic branch for cluster/tile in forward to reduce the
number of shader variant
7 年前
sebastienlagarde
a3ac5cb1
Don't affect transparent pass - we know they are cluster
7 年前
Evgenii Golubev
598b6ad6
Implement the clustered density volume pass
7 年前
Evgenii Golubev
4f47b43c
Add a helper function FetchIndexWithBoundsCheck()
7 年前
Frédéric Vauchelles
b46b3284
(wip) Added planar convolution
7 年前
Sebastien Lagarde
016a2305
HDRenderPipeline: Fix shader and C# warning + re-arrange lightloop for env
7 年前
sebastienlagarde
9298afe1
Remove osbole debug mode: EnvironmentProxyVolume and EnvironmentSampleCoordinates
7 年前
Frédéric Vauchelles
091d5924
Use specific roughness remapping for texture2D convolution
7 年前
sebastienlagarde
3094fbeb
Fix issue with smoothness and sky lighting
7 年前
Antoine Lelievre
7edc74d1
Refacto for better code integration
7 年前
Antoine Lelievre
a69f06e6
Removed useless kernel
7 年前
Antoine Lelievre
78777de4
Added somne descriptive comments
6 年前
Antoine Lelievre
c8a540d3
Fixed contact shadows on transparent objects
6 年前
sebastienlagarde
aa607e4a
HDRP: Move contactShadow from shadow context to light context (fix warning)
6 年前
sebastienlagarde
8140058d
Merge branch 'master' into ContactShadowWithLightTransmission
6 年前
sebastienlagarde
aa5363e0
Refactor tranmission and lightEvaluation code to have more cleaner code
6 年前
sebastienlagarde
1555fbce
HDRP: More renaming for camera relative rendering (rename lightDefinition)
6 年前
Julien Ignace
be5922ef
Refactor of constant buffers in HDRP
- Merged PerFrame/PerView into UnityGlobal
- Merged most sub systems constant buffers into UnityGlobal (decal, subsurface, lighting, ...)
- Moved AtmosphericScattering into the Lighting folder.
6 年前
Frédéric Vauchelles
3b4360d3
Fix case 1046713 - Planar reflection are black when viewing in the direction of the normal of the mirror for infinite projections.
6 年前
sebastienlagarde
52c3a6f0
Small init fix
6 年前