sebastienlagarde
b8c1da00
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Material.hlsl
8 年前
Tim Cooper
62377747
[Material graph] Working subGraph now. Copies function / properties etc.
9 年前
mmikk
a6b2b6d5
GenerateSourceLightBuffers() was returning wrong number of lights when a directional is present.
GenerateSourceLightBuffers() was returning wrong number of lights when a
directional is present.
8 年前
Tim Cooper
8e10c8cb
[mat graph]Sub graph is working again.
9 年前
vlad-andreev
9bde6ae1
renderloop test framework and a simple test stub
8 年前
Tim Cooper
8e31ace1
[material graph]Slot serialization test
9 年前
vlad-andreev
399968a2
[shadergen] minor test cleanup
8 年前
Tim Cooper
a00cc631
[Material Graph] Tidy serialization (make safer) + Add SerializationHelper tests.
9 年前
vlad-andreev
31d2e3b6
[fptl] remove accidentally committed debug code
8 年前
Tim Cooper
8acbd944
[Material Graph]Tidy up test running / folder layout
9 年前
vlad-andreev
0b0fde25
[fptl] no gamma conversion in final pass
8 年前
Tim Cooper
1e9597d2
[Material Graph]Remove non needed file.
9 年前
vlad-andreev
8adb2307
shader generator: switch to consistent line endings
8 年前
Tim Cooper
b010b419
[MaterialGraph]project files should not be here
9 年前
vlad-andreev
1e00bf59
missed a file in the last commit
8 年前
Tim Cooper
7cf4d1f0
[Material Graph]More tests + tidy custom serialization.
9 年前
vlad-andreev
ea3c49e2
removed Vec2/Vec3/Vec4/Mat44, regenerated .hlsl includes
8 年前
Tim Cooper
addd6c34
[Material Graph]Write tests / fix issues as encountered
9 年前
Julien Ignace
147341c8
Revert default value for HDRenderLoop GBufferDebug
8 年前
vlad-andreev
81aa39a3
switched HDRenderLoop over to generated .hlsl
8 年前
Tim Cooper
d9619701
[material graph] Tidy up API for slot management (make generic).
9 年前
Julien Ignace
06725f27
Added GBuffer Debug shader.
8 年前
vlad-andreev
8af5f4ac
[fptl, hd] gbuffer sizes are no longer implicit
passing -1 for width/height relies on there being an active camera,
which is no longer a thing
8 年前
sebastienlagarde
36c50926
HDRenderLoop: Add builtin data structure + add velocity buffer
- Add velocity buffer as an experiment for the design
- Split surface data into surface data and builtin data (engine side for
lightmap etc...)
8 年前
Tim Cooper
0dd596bf
[Material Graph] change nodes property to GetNodes<T> where you can get nodes of a given type
Remove redundent code
Set node when adding to graph (do not set owner manually)
Tidy up tests after changes.
9 年前
Julien Ignace
60e032e0
Merge branch 'master' into DebugShader
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
8 年前
mmikk
e80c0e73
choose logBase value such that 50% of clusters (out of 64) are consumed between near plane and max opaque depth.
choose logBase value such that 50% of clusters (out of 64) are consumed
between near plane and max opaque depth (only when a depth buffer is
available). This allows us to light things behind the opaque tile while
allowing us to keep a limit on memory consumption.
8 年前
Tim Cooper
51558db2
[Material graph]hax to serialize texture reference :/
9 年前
sebastienlagarde
b7ac9b37
HDRenderLoop: Make transparent object working + doublesided mode work
8 年前
Tim Cooper
25971c00
[material Graph] Fix non detected renames and add subgraph nodes.
9 年前
sebastienlagarde
23b90c5e
HDRenderLoop: Miss one change - include common.hlsl in FinalPass.hlsl
8 年前
Julien Ignace
d825657a
Debug Shader first version
8 年前
sebastienlagarde
0c45d07f
HDREnderLoop: Convert CGPROGRAM to HLSLPROGRAM + Add double sided support
Double sided still not work yet
8 年前
Julien Ignace
7a353452
Fix bad preceding "I am a Git noob" commit
8 年前
Julien Ignace
4077fb24
Merge branch 'my_branch'
8 年前
Julien Ignace
ad89bd6f
My changes
8 年前
sebastienlagarde
06523005
HDRenderLoop: Make shader feature worknig for DisneyGGX.shader
8 年前
sebastienlagarde
279a61e5
HDRenderLoop: Updating inspector + shaders parameters
- Move alpha test to be able to enable it for transparent as an
optimization
- Change stuff to map a bit Untiy standard shaders and rename mettalic
to Mask map.
8 年前
Sebastien Lagarde
3f354281
HDRednerLoop: Add inspector for DisneyGGX shader (wip)
- Goal is to have an inspector with the various feature to test alpha
cutoff, transparent, double sided etc...
8 年前
Sebastien Lagarde
54fbd25b
HDRenderLoop - Put correct shader on material test
8 年前
mmikk
30fbb008
bugfix, workaround for missing SetInt on shader feature backfired
bugfix, workaround for missing SetInt on shader feature backfired
8 年前
mmikk
e4638323
some arb. bug fixes for clustered and further integration changes
some arb. bug fixes for clustered and further integration changes
8 年前
mmikk
832e4f70
prep work for supporting clustered as well as opaque only plus some clean up and removal of hungarians.
prep work for supporting clustered as well as opaque only plus some
clean up and removal of hungarians.
8 年前
mmikk
730f8f5e
make all kernels available and slot in clustered shader
make all kernels available and slot in clustered shader to fptl assets
8 年前
sebastienlagarde
07ccb020
HDRenderLoop: Update GGXDisney.Shader with lot of parameters
- Goal is to add a lot of thing so we can ensure that scriptable render
loop support all the case
- Here try to add transparent and alpha testing + prepare materialID
with SSS and clear coat.
8 年前
Sebastien Lagarde
29130923
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Sebastien Lagarde
9a7564db
Miss a lot of file...
Don't know if I have done shit due to late hour or if I get in space for
a moment and haven't see file change...
8 年前
mmikk
bdf1c521
more random fixes to new clustered implementation (still disabled)
more random fixes to new clustered implementation (still disabled)
8 年前
Sebastien Lagarde
4867b779
Update GBuffer parameters
- Update GBuffer parameters to be closer to what is describe on
confluence
- Add arbitrary packing function of float and int into a float with a
given precision
- Clean few stuff
- Current scene is 2 spot, 1 point and a directional and match betwee,
diffuse and forward.
8 年前
Sebastien Lagarde
ef992f04
Add support for directional light
all in one formula for spot, light and directional light
8 年前