Robert Srinivasiah
2b42cb90
Cleanup structured comments
I use comments to track where to fix places, time to go!
7 年前
Felipe Lira
eb62162a
Added SHADER_HINT_NICE_QUALITY. Viewdirection is normalized in vertex or frag depending on the quality hint.
7 年前
sebastienlagarde
60bed700
Fixed shadow fade out of punctual lights with max shadow distance.
7 年前
Robert Srinivasiah
c310dc18
Create common function for indexing into layered offset buffer
7 年前
Felipe Lira
8610635a
Changed shadowmap to use D16_UNORM format.
7 年前
GitHub
c97c8703
Merge pull request #1037 from Unity-Technologies/shadergraph-trunk-compatibility
Update ShaderGraph submodule to get trunk compatibility fixes
7 年前
Robert Srinivasiah
ed1a2f00
Use common LogBaseBuffer index generator
Shared between clustered light list gen and lookup
7 年前
Felipe Lira
4d2e62ba
Minor improvement.
7 年前
Peter Bay Bastian
d4278bbf
Update ShaderGraph submodule to get trunk compatibility fixes
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
Felipe Lira
b5f02e43
Fixed subtractive mode
7 年前
Felipe Lira
8a6de19e
Added Cascade Split UI
7 年前
GitHub
ca081be2
Merge pull request #1028 from Unity-Technologies/hdrp-xr-bigtile
XR support for HDRP Big Tile Pass
7 年前
Robert Srinivasiah
e606b3b4
Stereo-ize writes to output buffers + enable stereo!
g_LayeredOffset and g_logBaseBuffer are stereo eye index dependent, so generate the correct offsets/indices into the proper eye-dependent half of the buffer.
And finally, enable stereo-ized clustered light list generation!
The next piece of work is to enable stereo-ized light list reads in the light loop! Next branch/PR!
7 年前
sebastienlagarde
871ab51c
Miss one file
7 年前
Robert Srinivasiah
f80efab2
Sample from correct portion of g_depth_tex
g_depth_tex is a stereo texture, so we need to sample from the correct portion dependent on the eye index
With that, all reads are stereo-aware!
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
Robert Srinivasiah
a8e4b376
Stereo-ize reads from g_vBigTileLightList
I needed to index into the correct half of the big tile light list, dependent on stereo eye index
7 年前
GitHub
62c92de8
Merge pull request #1027 from Unity-Technologies/LW-MetaPassFix
Meta Fix, using world2clip instead of pbject2clip
7 年前
Robert Srinivasiah
cb02319a
Generate correct indices for g_vBoundsBuffer
The mins/maxs are separeted, so we need to generate correct index data.
7 年前
Thomas
e23d090b
Fix for packman
7 年前
Robert Srinivasiah
4b9402f6
Use GenerateLightCullDataIndex to properly index bounds/volumes
Fetching raw light indices from the coarse list, and running them through GenerateLightCullDataIndex to get stereo eye dependent light culling data.
7 年前
GitHub
9acee18f
Merge pull request #1031 from Unity-Technologies/Remove_HD_Components_ContextMenu
Add "Remove HD *" context menu items for light / reflection probe / camera
7 年前
Robert Srinivasiah
f953f444
Comment cleanup + steorize last function
The hard part (buffer index gen) is coming up!
7 年前
GitHub
84669008
indent correctly
7 年前
Robert Srinivasiah
06b914bd
Generate eye index, and start using to index proj matrices
The eye index is generated from the GroupID.z value, which will be doubled in stereo case.
7 年前
Remy
8bbade68
Add "Remove HD *" context menu items for light / reflection probe / camera
7 年前
GitHub
6bd4de5b
Merge pull request #1032 from Unity-Technologies/LightmapDecodeFixes
Make sure we get the correct lightmap decode parameters when in gamma…
7 年前
Robert Srinivasiah
ff6c3d3e
Pass in stereo projection matrices to clustered light list gen
Though we are still referencing the hard-coded index 0 of the pair
7 年前
GitHub
9eb3f510
Merge pull request #1029 from Unity-Technologies/update-shadergraph
Update ShaderGraph submodule (DO NOT BACKPORT)
7 年前
Robert Srinivasiah
1a077742
Extensive notes about what and how to stereo-ize clustered light gen
Strictly comments, but this lays out the infrastructure needed to support stereo
Basically:
* Screen-space texture? Generate stereo corrected coordinates
* Light cull data (view dependent)? Generate stereo corrected indices
* BigTile lookup? Generate stereo corrected indices
* Screen-space light AABBs? Generate stereo corrected indices
* Using projection matrices? Stereo indexing
* Writing out layared offsets or backplane info? Stereo corrected
The only thing that really doesn't get stereo corrected is the clustered light list, as they are tightly allocated, completely independent of cluster location.
7 年前
Peter Bay Bastian
b8114a3a
Update ShaderGraph submodule (DO NOT BACKPORT)
7 年前
Joel de Vahl
73b75a26
Make sure we get the correct lightmap decode parameters when in gamma mode
7 年前
GitHub
ceaafcae
Rename the "Enable Ultra Quality SSS" option
7 年前
Robert Srinivasiah
14e8b51f
Merge remote-tracking branch 'origin/master' into hdrp-xr-bigtile
7 年前
sebastienlagarde
6d6c47f8
Fixed comment and typo about line light function/calculation
7 年前
Robert Srinivasiah
bbed8914
Cleanup comments
And actually rename s_TempIntArray!
7 年前
Andre McGrail
c59ab44d
Meta Fix, using world2clip instead of pbject2clip
7 年前
sebastienlagarde
b25e74b2
Various light fix for HD
- Light was incorrectly initialize with physical light unit
- hide toggle default editor
- hide warning of reflection probe that spam the console
7 年前
Robert Srinivasiah
1dbc76c2
Working implementation of stereo big tile
Need to clean up comments, but wanted to leave them in here for posterity (useful dev notes in there)
7 年前
GitHub
f469d277
Merge pull request #1024 from Unity-Technologies/LW-MaterialUpgrades
Lw material upgrades
7 年前
Robert Srinivasiah
ca84b696
Create LightCullUtils.hlsl to manage light index generation
We use our light index, stereo eye index, and number of lights to generate various indices into our light cull buffers. Instead of re-calculating stuff in every shader, we should have a common place to do these calculations!
7 年前
GitHub
6a69b095
Merge pull request #1021 from Unity-Technologies/lwrp-xr-per-cam
LWRP - Disable stereo on cams that don't have both target eyes enabled
7 年前
Robert Srinivasiah
35e49053
Support stereoized g_mScrProjectionArr in bigtile
eyeIndex is sourced from GroupID.z
7 年前
GitHub
793fe433
Merge pull request #1020 from Unity-Technologies/lwrp-xr-shader-fixes
LWRP XR Fixes
7 年前
Robert Srinivasiah
a9ca9749
Annotate changes needed in Big Tile Shader
Just comments
7 年前
Robert Srinivasiah
3c4b3fab
LWRP - Disable stereo on cams that don't have both target eyes enabled
Pretty simple change, was a mistake to omit. Mirrors logic in HDRP FrameSettings
7 年前
GitHub
52091cce
Merge pull request #1022 from Unity-Technologies/update-shadergraph
Update ShaderGraph submodule
7 年前
Robert Srinivasiah
7733d48a
Merge remote-tracking branch 'origin/master' into hdrp-xr-bigtile
7 年前
sebastienlagarde
c7dc67eb
Make sure passes that require UV2 and UV3 actually have access to them
7 年前