sebastienlagarde
f946b09a
HDRenderPipeline.: Create RenderPipelineResources
RenderPipelineResources will keep a reference on all the compute shaders
and regualr shaders. It replace TilePassResources and we will remove all
Resources folder
8 年前
sebastienlagarde
72362297
HDRenderPipeline: TilePass now use RenderPipelineResources from HDRenderPipeline
8 年前
sebastienlagarde
b088bb9a
HDRenderPipeline: Moive all shaders/compute into resources asset
+ fix an issue with building player with debug menu
8 年前
sebastienlagarde
de9e95b1
HDRenderPipeline: Fix issue with sky shader not having the correct path
8 年前
Julien Ignace
278154db
Added FullScreenDebug modes and implemented it for SSAO.
8 年前
sebastienlagarde
a0969f95
HDRenderPipeline: Minor update on pipeline resource for SSS shader in editor
8 年前
Julien Ignace
205fb8de
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_DebugMenu2
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
8 年前
Julien Ignace
e20b9e23
Removed Material from Shadow Debug API (it's now held by the shadow system)
8 年前
Rune Stubbe
4e715f16
Moved material classification to separate pass
Light and material classification are now orthogonal and can now be enabled/disabled independently
8 年前
Rune Stubbe
8b51c69a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
sebastienlagarde
f67f629a
SSAO: Stop using "Resources" directory
- Stopped using "Resources" directory and added the SSAO shader to
HDRenderPipelineResources instead.
- Changed some file names.
8 年前
Thomas Hourdel
dcedff6e
Added motion vectors support; Refactored HDCamera
8 年前
sebastienlagarde
c0a972b5
HDRenderPipeline: Move materials upgrader menu item to same location than for LT
7 年前
Evgenii Golubev
f3d8504d
Add the SSS profiling scene
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
Evgenii Golubev
a04a82ab
Merge branch 'master'
7 年前
Evgenii Golubev
824c6f37
Add a null VolumetricLighting shader
7 年前
Julien Ignace
d4b9dd15
Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting.
7 年前
sebastienlagarde
44423085
HDRenderPipeline: Update pathname that are use for resource creation after the directory have been reorganize
7 年前
Julien Ignace
af05920d
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_DeferredDirShadow
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
# ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/RenderPipelineResources.cs
7 年前
Thomas
2cdd3c12
Moved most of HDRP utilities to Core
7 年前
Frédéric Vauchelles
90b2eb1e
Added refraction, roughness refraction and transparency absorption
7 年前
Thomas
e622122f
Moved asset/resources editor code out of runtime classes
7 年前
Frédéric Vauchelles
ec4b0369
Added a utility to copy channels in a compute shader
7 年前
Frédéric Vauchelles
275d1f0a
Added utility to copy channels from textures with compute buffer (generate C# and compute shader)
7 年前
Thomas
ed806be2
Merge branch 'Unity-2017.3' into refactor-episode-2
7 年前
Thomas
5ccae08c
Merge branch 'Unity-2017.3' into refactor-episode-2
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
Frédéric Vauchelles
448737fc
Prototype for distorstion
7 年前
Sebastien Lagarde
87019308
Remove old SSAO code
- Remove old SSAO
- SSAO now work with forward (as only require depth buffer)
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
sebastienlagarde
55499af1
HDRenderPipeline: Update creation of RenderPipeline asset and resources
It is now easier to create an asset or a resources where we want.
7 年前
Frédéric Vauchelles
b3297fb6
[Cubemap] Added BC6H support for ReflectionProbeCache
7 年前
Evgenii Golubev
8ee2d44f
Merge 'master'
7 年前
Evgenii Golubev
81d62eb8
Merge branch 'master'
7 年前
Sebastien Lagarde
44dc1fce
Move SSS files, move code to Subsurface manager
- Add various resource to the render pipeline asset
- Move SSS shader/CS from lit to subsurface folder
- Move SSS related function from HDRenderPipeline to SubsurfaceManager
- Rename renderPipelinesResources to renderPipelineResources at various
place
7 年前
Sebastien Lagarde
5844867b
Various fix: shader path update + recreate RenderPipelineResources
7 年前
Evgenii Golubev
7779e807
Merge branch 'master'
7 年前
sebastienlagarde
f784a196
HDRenderPipeline: move DefaultMaterial and Default Shader to resource pipeline
- Also fix an issue with enableDBuffer not correctly take into account in depth prepass
7 年前
Evgenii Golubev
c86b3214
Merge branch 'master'
7 年前
Sebastien Lagarde
a8ab890d
Rename SubsurfaceScattering Settings/Editor to DiffusionProfile + various file renaming/moving
7 年前
Evgenii Golubev
7e74580b
Merge branch 'master'
7 年前
Thomas
e05f7f24
Fixed gaussian pyramid first blit (point -> bilinear filtering)
Should look smoother and reduce aliasing in motion.
7 年前
sebastienlagarde
a0d8e8b4
Add support of debug font for debugging
7 年前
sebastienlagarde
6c8462a0
Refactor all the code of colorpicking to make a more general version
7 年前
Julien Ignace
9b8805cb
- Fixed Depth/Color size mismatch for scene view by copying our depth buffer into the right depth target
- Fixed gaussian/depth pyramid mipmap generation(size was wrong).
7 年前
sebastienlagarde
02e0282c
Add default decal material + add support dbuffer on lit material
Add DefaultDecalMaterial assign automatically when creating a decal
Add option to disable receiving of decal on materials
7 年前
sebastienlagarde
3623b5e1
add mipindex for blit + add a separate sahder resources
7 年前
Julien Ignace
19029ddd
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RTRefactoring
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/RenderPipelineSettingsUI.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/SerializedRenderPipelineSettings.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/RenderPipelineSettings.cs
7 年前
Sebastien Lagarde
0c54bec9
Move resources outside of resource folder
- Move all shader/material in Resources folder to CoreResource folder
- Move DisplayShadowMap.Shader out of Resources folder
- Pass needed material to Core function through parameters
- Update reflection system to take RenderPipeline resource into account
7 年前
Sebastien Lagarde
4d0b3071
add shadow resource to renderpipeline resource
- Move shadow .shader and .compute from ShaderLibrary to Shadow folder
- Init material and compute throught SahdowAtlasInit
7 年前
sebastienlagarde
b71add14
HDRenderPipeline: Rename Gaussian Pyramid Color pyramid in resource
7 年前
sebastienlagarde
c810e7d7
Fix issue with shader resource of sky
- Move all Sky shader to RenderPipeline resources to avoid error when
creating template
- Fix naming inconsistency with sky: skyHDRI => hdriSky SkyProcedural =>
ProceduralSky
7 年前
Evgenii Golubev
c20517f6
Add a stub for the volume voxelization pass
7 年前
Frédéric Vauchelles
cac44820
Fixed depth pyramid buffer
7 年前
Yao Xiaoling
ebf0af82
Add default terrain material.
7 年前
sebastienlagarde
5e7735c5
HDRP: PreIntegratedFDG material as resource
7 年前
Yao Xiaoling
cb671fbb
Merge remote-tracking branch 'remotes/origin/master' into gpu_terrain
7 年前
sebastienlagarde
e118502b
Misc various improvement
Add versionning on all HD asset (and correct previous way of doing it)
Add menu items for Density volume and planar reflection
Correctly do the naming for new created HD game object (Decal, scene settings...)
Change plane orientation of planar reflection from forward to up
Add new resource material: defaultHDMaterial
Do a small fix at runtime for GI (no impact)
7 年前
Antoine Lelievre
7831dfd9
Changing flie DeferredDirectionalShadow to ScreenSpaceShadow
6 年前
Sebastien Lagarde
d69fdafe
HDRP: Add support for multiple PreIntegratedFGD + updte hlsl debug number
7 年前
Antoine Lelievre
5cc49b0c
Changing flie DeferredDirectionalShadow to ScreenSpaceShadow
6 年前
Yao Xiaoling
38856112
Fix merge.
6 年前
Antoine Lelievre
7ba755b2
Add lux unit for HDRI sky
6 年前
Antoine Lelievre
0f1f60cb
Add Gradient Sky from Laurent
6 年前
GitHub
6a81a760
Merge pull request #1777 from Unity-Technologies/GradientSky
Gradient sky
6 年前
Antoine Lelievre
4979052d
Moved resources initialization to RenderPipelineResources and Upgrade test to the HDRenderPipeline initialization
6 年前
Paul Melamed
5f083851
decal normal buffer works, 1st draft
6 年前
Yao Xiaoling
a11976bf
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into gpu_terrain
6 年前
Antoine Lelievre
3b94dc89
Changed resource version from float to int
6 年前
Anis Benyoub
cd8cac28
Rename cloth to Fabric
6 年前
Paul Melamed
9dbd8998
Merge branch 'HDRP/staging' into HDRP/decals/v2_1/normal_buffer
# Conflicts:
# com.unity.render-pipelines.high-definition/CHANGELOG.md
# com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/RenderPipelineResources.cs
6 年前
Paul Melamed
35af51cc
fix merge
6 年前
Anis Benyoub
aee0ce4d
Couple merge issues
6 年前
GitHub
2befab52
Merge branch 'HDRP/staging' into HDRP/decals/v2_1/normal_buffer
6 年前
Anis Benyoub
e30715d6
Implement an option to display the light volumes of Point, Spot, Line, Rectangular Lights and Reflection probes
Add a singleton that generates basic Meshes to avoid regenerating them at every frame in debug mode
6 年前
Paul Melamed
f1d163d5
Merge branch 'HDRP/staging' into HDRP/decals/v2_1/normal_buffer
6 年前
sebastienlagarde
d30f61d2
Update resources and changelog
6 年前
Yao Xiao Ling
cfd45cf1
Merge remote-tracking branch 'remotes/origin/master' into gpu-terrain
6 年前
GitHub
92fa3473
Merge pull request #1857 from Unity-Technologies/HDRP/decals/v2_1/normal_buffer
Hdrp/decals/v2 1/normal buffer
6 年前