sebastienlagarde
1ec6d8b9
First set of files
First set of files submit to iniate the project and be able to work from
home :)
This is WIP and files will move/change.
For now just a set of file mostly empty, setup name etc...
8 年前
sebastienlagarde
76f890ea
Very minimal loop done, display red shader
Very minimal loop done, display red shader
8 年前
sebastienlagarde
aa06ca56
Minimal loop wit forward shader
Not working currently miss C# side
8 年前
sebastienlagarde
940b6d13
Update ShaderLibrary and UnityStandard code
Several addition.
Add a forward and deferred pass not working with lighting
Add pack/unpack attribute
Reoarganize some file
better header dependecy
Remove platform, will not be used
8 年前
sebastienlagarde
4984a6d0
Prepare for deferred rendering
Add FinalPass (for gamma correction), create init buffer and clear
buffer function, prepare deferred renderer buffer. Deferreded pass not
implemented yet
8 年前
sebastienlagarde
016758b2
Update a bit the code for deferred + some notation update
8 年前
Sebastien Lagarde
6a00b2b9
Add misc function for deferred rendering
- Add world reconstruction function
- Add macro to abstrct GBuffer
- Add lighting information into SurfaceData and BSDFData
- Clean / comment some stuff
Note: forward and deferred code do not produce lighting for now
8 年前
sebastienlagarde
0c45d07f
HDREnderLoop: Convert CGPROGRAM to HLSLPROGRAM + Add double sided support
Double sided still not work yet
8 年前
sebastienlagarde
b7ac9b37
HDRenderLoop: Make transparent object working + doublesided mode work
8 年前
Sebastien Lagarde
00d2aece
HDRenderLoop: Add few function to the shader library related to far cry 4 talk
8 年前
sebastienlagarde
acd11ee0
HDRenderLoop Rename DisneyGGX to Li and convert to whitesapce convention
8 年前
sebastienlagarde
fe99ce30
HDRenderLoop: Add PreLightData concept (optimization)
- Add PrelightData concept: variable that you can precompute ahead of
calling the lighting loop
- Various stuff related to that: BRDF recomputed LambdaV version etc...
8 年前
vlad-andreev
bf6e54c5
tabs -> spaces
8 年前
sebastienlagarde
feca166f
Merge remote-tracking branch 'origin/master'
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
# Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/DebugViewMaterialGBuffer.shader
# Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightingForward.hlsl
# Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit.hlsl
# Assets/ScriptableRenderLoop/ShaderLibrary/Common.hlsl
8 年前
sebastienlagarde
a149a4db
HDRednerLoop: First draft of meta pass for lighttransport
8 年前
Sebastien Lagarde
3ff1088c
HDRenderLoop: More misc change + try to compile meta pass (not working yet)
8 年前
Sebastien Lagarde
86a99676
HDRenderLoop: Fix compil error
8 年前
Sebastien Lagarde
d75972a9
HDRenderLoop: Add LightProbe + ProbeVolume support (not tested)
8 年前
Sebastien Lagarde
e7a1bb1b
HDRenderLoop: Update to new texture abstraction everywhere
8 年前
Sebastien Lagarde
c03433e2
HDRenderLoop: Add velocity shader pass
8 年前
Paul Demeulenaere
bd465a6d
- Plug tangent, bitangent & vertexColor for MaterialGraph Integration
- Add Createbitangent independant function sur ShaderVariables
8 年前
sebastienlagarde
f15e0c7c
HDREnderLoop: First draft of new layeredLit shader
8 年前
Paul Demeulenaere
16333450
Merge remote-tracking branch 'origin/master' into scriptablerenderloop-materialgraph
8 年前
Sebastien Lagarde
62c01cdd
HDRenderLoop: First no working version of cluster FPTL
8 年前
Paul Demeulenaere
f44b8fd2
Merge remote-tracking branch 'origin/master' into scriptablerenderloop-materialgraph
# Conflicts:
# .gitignore
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
8 年前
Sebastien Lagarde
39c9f7ed
HDRenderLoop: First draft not working of depth pixel offset
8 年前
Sebastien Lagarde
5d839c48
HDRenderLoop: Fix depthVS issue + introduce HDCamera
8 年前
Evgenii Golubev
e195a008
Remove semicolons after macro definitions
8 年前
Julien Ignace
9613bb46
- Added the possibility for material layers to inherit from the base layer normal map.
- Changed the way normal are handled in Lit/LayeredLit shader so that we could properly implement the point above (namely, GetSurfaceData now returns the tangent space normal instead of world space directly, this allows to blend them correctly for layered shader).
8 年前
Arnaud Carre
c6cc77c0
added bench scene with many objects using lightmaps & light probes
8 年前
GitHub
800198d1
Fixed TransformObjectToTangent
8 年前
Evgenii Golubev
1272e08c
Move orthonormalization into GetSurfaceAndBuiltinData()
8 年前
Evgenii Golubev
d5a0ffa8
Fix typos
8 年前
Paul Demeulenaere
40290c81
Merge remote-tracking branch 'origin/master' into scriptablerenderloop-materialgraph
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl
8 年前
Arnaud Carre
2cdff1ec
Merge branch 'master' into batch_rendering
# Conflicts:
# Assets/TestScenes/HDTest/GlobalIlluminationTest.unity
# Assets/TestScenes/HDTest/GlobalIlluminationTest/LightingData.asset
# Assets/TestScenes/HDTest/GlobalIlluminationTest/LightingData.asset.meta
# Assets/TestScenes/HDTest/HDRI.meta
# ProjectSettings/GraphicsSettings.asset
# ProjectSettings/ProjectSettings.asset
8 年前
Antti Tapaninen
0c84a4f2
explicitly set unity_ProbeVolumeSH precision
8 年前
sebastienlagarde
b7ce99a8
HDRenderPipeline: Push draft not compling
8 年前
Julien Ignace
d967a950
Made a copy of the depth buffer after all opaque so that it can be read during the transparent pass.
8 年前
Arnaud Carré arnaud@unity3d.com
ca6b7f62
Merge branch 'master' into batch_rendering
# Conflicts:
# Assets/BasicRenderBatching.meta
# Assets/BasicRenderBatching/LightingBatching.meta
# Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitProperties.hlsl
# Assets/ScriptableRenderLoop/HDRenderPipeline/PostProcess/Resources/Textures.meta
# Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl
# Assets/TestScenes/HDTest/CascadedShadowsTest.meta
# Assets/TestScenes/HDTest/GlobalIlluminationTest/LightingData.asset
# Assets/TestScenes/HDTest/GraphicTest/Two Sided/Prefabs/Materials.meta
# Assets/TestScenes/HDTest/Leaf.meta
# Assets/TestScenes/HDTest/Leaf/GroundLeaf.meta
8 年前
Sebastien Lagarde
1391c962
HDRenderPipeline: Miss one file
8 年前
Sebastien Lagarde
f1b63cc8
HDRenderPipeline: Some rename and cleanup + add few surface gradient define case
Apply WorldToTangent name even with surface gradient
8 年前
Evgenii Golubev
b764b1b3
Implement efficient depth linearization for oblique view frustums
8 年前
Evgenii Golubev
aee19128
Remove 'positionCS' from 'PositionInputs'
8 年前
Arnaud Carre
3c290788
Merge branch 'master' into batch_rendering
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl
# Assets/TestScenes/Big
# Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Lit_Emissive_Blue.mat
8 年前
Julien Ignace
2b3c73fa
Changed the way we handle reading into the bound depth buffer.
- Now Depth buffer is not copied anymore on PS4
- On other platform, depth buffer is used only once and the copy is used as a texture in all shader that need it. Depth Buffer Render Target is no longer changed.
8 年前
GitHub
5cb0e855
Merge pull request #173 from Unity-Technologies/Branch_CopyDepthTexture
Branch copydepthtexture
8 年前
Evgenii Golubev
e30162ef
Fix shadows for tessellation
8 年前
Evgenii Golubev
ea306870
Fix the raw depth from the depth offset
8 年前
Evgenii Golubev
f6fefa69
Add view dependency to computed linear depth values
8 年前
Evgenii Golubev
fedcbf38
Add ortho projection support to GetWorldSpaceNormalizeViewDir()
8 年前
Evgenii Golubev
996f79ff
Set consistent tessellation levels for camera and shadow views
8 年前
Evgenii Golubev
3464c886
Fix shadows from directional lights
8 年前
Evgenii Golubev
8aef3158
Improve variable naming
8 年前
Arnaud Carre
b38bced1
Merge branch 'master' into batch_rendering
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl
8 年前
Arnaud Carre
5a1e20d8
temp commit my branch before trunk merge
8 年前
Evgenii Golubev
f347b262
Fix orthographic camera detection
8 年前
Tim Cooper
c30d33b8
[Format]Reformat via format.pl to match the new conventions
8 年前
Arnaud Carre
66e32153
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into batch_rendering
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl
# Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl
# Assets/TestScenes/HDTest/GlobalIlluminationTest.unity
# ProjectSettings/EditorBuildSettings.asset
# ProjectSettings/ProjectVersion.txt
# ProjectSettings/QualitySettings.asset
8 年前
Arnaud Carre
f9bee4e4
prepare HD shaders for new fast batcher compatibility
8 年前
sebastienlagarde
a711b9ee
HDRenderPipeline: Also split tangent
8 年前
sebastienlagarde
30553d56
HDRenderPipeline: Add test scene
8 年前
Evgenii Golubev
70499455
Switch to HDCamera matrices (WIP, shadows have not yet been fixed)
8 年前
Evgenii Golubev
f27a7df2
Update ShaderVariables.hlsl with changes from Unity
8 年前
Thomas Hourdel
dcedff6e
Added motion vectors support; Refactored HDCamera
8 年前
Arnaud Carre
9ef2366c
Now UnityPerDraw can be bound at any slot + enabling debug shader symbol
8 年前
Evgenii Golubev
0a7924ff
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into hdrp_matrix
8 年前
Julien Ignace
512668d7
Removed all uniforms from global namespace in shaders to ensure coherent constant buffer layout in compute shaders across kernels.
8 年前
Arnaud Carre
e9b3071e
Merge branch 'master' into Branch_Batching2
8 年前
Evgenii Golubev
5570c647
Merge branch 'master'
8 年前
Evgenii Golubev
78d34610
Split 'ShaderVariables.hlsl' into 3 files
8 年前
Evgenii Golubev
08f93209
Use the legacy Unity matrices for shadow map rendering
8 年前
Evgenii Golubev
b3bd2618
Camera-relative rendering WIP
8 年前
Arnaud Carre
b7e36e2f
Merge branch 'master' into Branch_Batching2
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariablesFunctions.hlsl.meta
# Assets/TestScenes/HDTest/HDRenderLoopTest.meta
# Assets/TestScenes/HDTest/NewBatcherTest/skin.meta
8 年前
Arnaud Carre
a9656da4
Merge branch 'master' into Branch_Batching2
8 年前
Thomas Hourdel
db994ece
Added support for jittered projection matrix; Fixed motion vectors
8 年前
Arnaud Carre
4fcf88bb
Merge branch 'master' into Branch_Batching2
# Conflicts:
# ProjectSettings/ProjectVersion.txt
8 年前
sebastienlagarde
2016f575
HDRenderPipeline: Move ShaderConfig.cs.hlsl to ShaderVariables.hlsl
8 年前
Arnaud Carre
ad0fb3d8
Merge branch 'master' into Branch_Batching2
8 年前
Evgenii Golubev
2cba6a27
Add support for volumetric shadowing and spot lights
7 年前
Evgenii Golubev
7c8fbd71
Improve fog parametrization (+optimize)
Mean free path is now achromatic. All 4 scalar parameters can now be packed into a [0, 1] sRGB texture.
"Asymmetry" has been renamed to "anisotropy" in the UI (which is a more familiar term for artists).
7 年前
Julien Ignace
d4b9dd15
Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting.
7 年前
Evgenii Golubev
4b498c82
Initial implementation of stochastic alpha test using TAA
7 年前
Paul Melamed
c4761310
color map and normal maps working for decals
7 年前
Evgenii Golubev
a46c0009
Merge the old volumetrics code (WIP)
7 年前
Evgenii Golubev
c212b126
Clean up the volumetric lighting code
7 年前
Sebastien Lagarde
36f3cfd4
merge unity 2017.3
7 年前
Sebastien Lagarde
69f19bc0
HDRenderPipeline: Add support of shadow mask (Disabled in 2017.3) - require C++ change
- Create clearColorAllBlack to have color with alpha channel with 0 for
clear.
- Add shadowmask and occlusion probe sampling functions
- Add various debug feature for shadow mask
- Refactor GBuffer manager
- Add SHADOWS_SHADOWMASK keyword to our various lit and debug shader
- In deferred, SHADOWS_SHADOWMASK add an extra GBuffer
- Create a BakeLightingData that contain bakeDiffuseLighting +
bakeShadowMask
- Update all lightLoop call with this new BakeLightingData struct, pass
it to EvaluateBSDF_XXX function
- Move #pragma multi_compile from .shader to pass that require it
(unsure if this save variant)
7 年前
Evgenii Golubev
d57bf9b9
Fix tessellation frustum culling, clean and optimize
7 年前
Evgenii Golubev
b452c309
Merge branch 'Unity-2017.3'
7 年前
Evgenii Golubev
43a667f7
Save a bit of ALU on projection matrices
7 年前
Evgenii Golubev
ef40d37f
Modify OptimizeProjectionMatrix() to work with oblique projections
7 年前
Evgenii Golubev
fdcd7680
Merge branch 'Unity-2017.3' of https://github.com/EvgeniiG/ScriptableRenderLoop into volumetrics
7 年前
Evgenii Golubev
d1c74bcb
Merge branch 'master'
7 年前
GitHub
02005b3f
Add a comment
7 年前
Evgenii Golubev
13210372
Use macros instead of directly referencing matrix variables
7 年前
Evgenii Golubev
a3165a72
Merge branch 'master'
7 年前
GitHub
63809e17
Fix grammar
7 年前
Evgenii Golubev
7b797ff7
Merge branch 'master'
7 年前
Raymond Graham
7f1a89ea
Motion Vector Support
HDRenderpipeline changes to support Motion Vector Pass.
7 年前
Raymond Graham
d537f99e
Small comments and cleanup
7 年前
Evgenii Golubev
4cd2d228
Replace all sampler macros with SAMPLER
7 年前
Evgenii Golubev
f0008026
Move the samplers from Lit.hlsl to ShaderVariables.hlsl
7 年前
Evgenii Golubev
5e6cfadc
Remove redundant samplers in LightLoopDef.hlsl
7 年前
Evgenii Golubev
26ec6100
Update the texture abstraction to support shadows
7 年前
Evgenii Golubev
c16681df
Merge branch 'master'
7 年前
GitHub
56786b4c
Merge pull request #622 from Unity-Technologies/motionVectorSupport
Motion Vector Support
7 年前
Evgenii Golubev
7779e807
Merge branch 'master'
7 年前
Evgenii Golubev
5da18693
Add temporal integration support to the Disney SSS
7 年前
Evgenii Golubev
78563feb
Merge branch 'master'
7 年前
Evgenii Golubev
452affe6
Add comments
7 年前
Sebastien Lagarde
cfbd4190
Missing file for PR with ViewPram and determinant
7 年前
Evgenii Golubev
24634f16
Reduce the reliance on macros for sampling the V-Buffer
7 年前
Evgenii Golubev
1f5d453d
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into mainline
7 年前
sebastienlagarde
f0a8ba4d
HDRenderPipeline: Move variables in correct cbuffer
7 年前
Raymond Graham
e93f78ef
Bring over Instancing support to HDRP shaders.
7 年前
Evgenii Golubev
c86b3214
Merge branch 'master'
7 年前
Paul Melamed
bd31b3cc
Temp commit, 1st attempt at instanced decals is working.
7 年前
Raymond Graham
d1c64b56
Merge branch 'master' into gpuInstancingSupport
7 年前
Evgenii Golubev
d6e30390
Remove 2x QR instruction from the SSS pass
7 年前
Evgenii Golubev
be59f96a
Address the PR feedback
7 年前
Sebastien Lagarde
a79042e5
Merge branch 'master' into pr/798
7 年前
Paul Melamed
6deb71dc
Merge branch 'master' into prototype/decals_drawinstance
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariables.hlsl
7 年前
Paul Melamed
983ccfcb
Using proper instancing path.
Force decals to always draw instanced.
7 年前
Sebastien Lagarde
2549f4ea
Update font debug code, support char, int and float
7 年前
Evgenii Golubev
b8ee7c27
Handle the repeat mode using the sampler for proper filtering
7 年前
GitHub
1d07f3a6
Merge pull request #808 from Unity-Technologies/prototype/decals_drawinstance
Prototype/decals drawinstance
7 年前
GitHub
27e9fd00
Merge pull request #828 from EvgeniiG/master
Handle the cookie repeat mode using the sampler for proper filtering
7 年前
Evgenii Golubev
ffea0999
Add more phase functions
7 年前
Julien Ignace
39692887
- Fixed Gaussian/Depth pyramid rendering and debug
- Fixed various Blit related issues related to target scaling.
7 年前
Evgenii Golubev
1ef2e80a
Use an improved (generalized) depth distribution
7 年前
Evgenii Golubev
03f7d07a
Add preliminary ambient probe support
7 年前
Evgenii Golubev
4ab61ec7
Add basic light probe support to volumetric lighting
7 年前
Evgenii Golubev
3d08aa2e
Use the Cornette-Shanks phase function for the ambient lighting
7 年前
Julien Ignace
950b560d
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RTRefactoring
# Conflicts:
# ScriptableRenderPipeline/Core/CoreRP/CoreUtils.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.asset
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs
7 年前
Evgenii Golubev
cf3f599b
Use Peter-Pike's shader code
7 年前
Julien Ignace
f956cebd
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RTRefactoring
7 年前
Evgenii Golubev
1df1dda7
Rename: "_GlobalFog" -> "_Global", "HomogeneousFog" -> "HomogeneousMediumVolume"
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
Robert Srinivasiah
84dcd92c
Plug-in stereo matrices plus bind new stereo matrices
Won't really take effect until stereo SRP APIs are activated
7 年前
Evgenii Golubev
070349c8
Merge branch 'master'
7 年前
Evgenii Golubev
2bf107d2
Rename to follow convention
7 年前
Robert Srinivasiah
8218bb9a
Use HDCamera modified stereo view matrices
This is to support camera relative rendering in stereo. The modified view matrix propogates to the stereo versions of InvView and ViewProj.
7 年前
Evgenii Golubev
2202a083
Remove UnityPerCamera, introduce UnityPerView
7 年前
Evgenii Golubev
a3e9bdfc
Improve the support of orthographic rendering
7 年前
Evgenii Golubev
ab45179f
Improve integration with stereo rendering
7 年前
Evgenii Golubev
c4d118bd
Rename 'param' -> 'params' for consistency
7 年前
Evgenii Golubev
f1876370
Update the comment
7 年前
Evgenii Golubev
ef6c6a3e
Add _FrustumParams to UnityPerView
7 年前
Evgenii Golubev
41b3bcf7
Fix the bug with animated materials
7 年前
Evgenii Golubev
1c4ab14a
Move stuff from `UnityPerFrame' which was actually updated at the per-view frequency
7 年前
Evgenii Golubev
f3d6b339
Add additional deprecation comments
7 年前
Evgenii Golubev
b62b0d12
More comments
7 年前
Evgenii Golubev
2c4bd864
Add and/or rename to legacy Unity shader variables
7 年前
sebastienlagarde
ce90ed04
Factor AmbientOcclusion code
7 年前
Frédéric Vauchelles
09596c67
Merge branch 'master' into feature/SSR
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
7 年前
Frédéric Vauchelles
b6f0098d
(wip) SSR for deferred
Toggle for SSR
7 年前
Evgenii Golubev
00676317
Introduce the VolumetricLightingController component
7 年前
Evgenii Golubev
0be42a4f
Use correct terminology: rename "asymmetry" -> "anisotropy"
According to d'Eon, asymmetric scattering occurs due to anisotropic phase functions in anisotropic participating media.
7 年前
Frédéric Vauchelles
6a14305e
Merge branch 'master' into feature/SSR
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
7 年前
Evgenii Golubev
32c0fc42
Port integral and density buffers to the RTHandle system
7 年前
Evgenii Golubev
e7f0a6d1
Fix issues with light leaking in volumetric lighting
(due to sub-allocation (resource aliasing) of the RTHandle system)
7 年前
Evgenii Golubev
91dc696c
Merge upstream/master
7 年前
sebastienlagarde
89270e64
Rename _MainDepthTexture to _CameraDepthTexture (For builtin compatibility)
Old code require to use _CameraDepthTexture name, we have change it to
MainDepthTexture a while ago because of bug due to usage of
GetTemporaryRT, as we don't use GetTemporaryRT anymore we can now come
back to the original name
7 年前
sebastienlagarde
2dc510de
Fix deferredDirectional shadow + add line in changelog
7 年前
GitHub
c3aaee56
Merge pull request #1302 from EvgeniiG/master
Move the Volumetric Lighting system to the RTHandle system
7 年前
Frédéric Vauchelles
27865707
Reproject SSR with motion vectors
Added HiZ cell mip diff debug
7 年前
Frédéric Vauchelles
6f23a811
Jitter ray origin to add noise instead of banding when raymarching
7 年前
Frédéric Vauchelles
d5c1a104
Added toggle to raymarch behind objects
several stability fixes
7 年前
Frédéric Vauchelles
3932faa4
Merge branch 'master' into feature/SSR
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/CHANGELOG.md
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCameraFrameHistoryType.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
7 年前
sebastienlagarde
a2e180a5
Update code to allow Macro matrix to work after PR feedback
7 年前
Sebastien Lagarde
73e96f75
Add macro to show error when using unity_ObjectToWorld/unity_WorldToObject
unity_ObjectToWorld/unity_WorldToObject must not be use as it doesn't handle camera relative rendering
7 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.
7 年前
Julien Ignace
ac1230bd
Changes based on review feedback
7 年前
Sebastien Lagarde
413dd3f2
Update shaderVariableDecal (fix issue with decal and batcher)
7 年前
GitHub
80d748f5
Add light linking support ( #1758 )
* HDRP: Add support of light layering for forward (first draft)
TODO:
- Test instancing
- Check perf
- add an option to disable light layer support + in frameSettings
- add deferred rendering support (mean add an optional extra GBuffer)
* Add LightLinking support (version 1 - compile)
This PR add support of LightLayers feature.
To use it, setup mask renderingLayers on renderers and LightLayers on a lights. If a logical and of both give a non 0 value, the light is apply, otherwise it isn't.
This mean that by default LightLayers is 1 and RenderingLayers is 1. Then user can say LightLayers is only 2 and it will only affect renderingLayers with 2 or 3 mask value.
LightLayers require an extra GBuffer in deferred, mean it have extra bandwidth and memory cost.
LightLayers once enabled in HDRPAsset with SupportLightLayers can be control by FrameSettings. Mean a camera can enable extra RT only for an in game cinematic.
This PR refactor...
7 年前
Evgenii Golubev
d55f8b9e
Use the correct sampler for density volumes
7 年前
Sebastien Lagarde
2b3f449e
Fixing winding and VFACE order issue + Remove _DetViewMatrix
6 年前