sebastienlagarde
6d899dd0
HDRenderPipeline: Rename HDRenderPipeline to HDRenderPipelineAsset and split in dedicated file
- Rename HDRenderPipeline to HDRenderPipelineAsset
- Move new renamed class in its own file
- Rename HDRenderPipelineInstance to HDRenderPipeline
8 年前
sebastienlagarde
72362297
HDRenderPipeline: TilePass now use RenderPipelineResources from HDRenderPipeline
8 年前
sebastienlagarde
bab2a250
HDRenderPipeline: Update TileSetting to work correctly with HDInspector
The HDInspector now correctly display the UI
8 年前
sebastienlagarde
792f8eec
HDRenderPipeline: Reassign default material
8 年前
sebastienlagarde
e82137bb
HDRenderPipeline: Fix SSS test
8 年前
Julien Ignace
b09d5f72
- Cleaned up CommonSettings from Cascaded parameters which are now in the light.
- Cleaned up some now useless code in the init code of shadow system
- Split ShadowSettings struct into two different parts. One for the init and the other for the per frame setup
- Cleaned up HDRenderPipeline a bit (mostly moving logic stuff from the asset to the instance itself)
8 年前
sebastienlagarde
e7e1f024
HDRenderPipeline: update Asset (revert size of atlas to 4096)
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
sebastienlagarde
0e6f3478
HDRenderPipeline: update shader generator and code to match C# static naming convention
8 年前
sebastienlagarde
ed9f5d6e
HDRenderPipeline: Fix HDRP asset
8 年前
Rune Stubbe
8b51c69a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Sebastien Lagarde
a6ea9bf4
HDRenderPipeline: Reset asset pipeline to default (was modified by last commit)
8 年前
Evgenii Golubev
d238793c
Add the old SSS model back
8 年前
Evgenii Golubev
e996e9cd
Update the SSS profile used for the head
8 年前
Evgenii Golubev
4b7caf6a
Merge branch 'upstream/Update-SSS' into upstream (without the reference mode)
8 年前
Julien Ignace
9327757f
Updated BasicProfiling scene with SSS tests.
8 年前
Evgenii Golubev
c4d72f2c
Add a stencil copy, fix the deferred CS and enable it by default
7 年前
Evgenii Golubev
f8020847
Disable the deferred CS and SSS parameter caching
Deferred CS issue: cmd.SetComputeFloatParams() does not correctly set "_ThicknessRemaps".
SSS parameter caching issue: SSS profiles are not correctly deserialized in the Player.
7 年前
Sebastien Lagarde
c25fce5e
update HDRenderPipelineAsset
7 年前
Evgenii Golubev
f3d8504d
Add the SSS profiling scene
7 年前
Julien Ignace
292b0868
Moved tile debug modes into debug settings (and debug menu).
7 年前
sebastienlagarde
5ba18d3a
Add variant for material classification + clean split lighting evaluation
7 年前
Evgenii Golubev
a04a82ab
Merge branch 'master'
7 年前
Evgenii Golubev
13d8a406
Disable caching of SSS parameters
7 年前
sebastienlagarde
90dcb63d
HDRenderPipeline: Update test scene with clear coat test
7 年前
sebastienlagarde
18535921
Update HDRenderPipelineAsset
7 年前
sebastienlagarde
5a6d78c4
Update project from sratch
7 年前
Frédéric Vauchelles
90b2eb1e
Added refraction, roughness refraction and transparency absorption
7 年前
Frédéric Vauchelles
690a1a14
Added copy utility
7 年前
Thomas
3d4686f1
Full SSS refactor
7 年前
Robert Srinivasiah
27b4f37f
WIP of RT prototype
Not done yet
7 年前
Julien Ignace
a7fec507
- Added new Global and Frame settings to start refactoring them.
- Removed Specular/Diffuse global dimmer from serialized global setting and put them in per frame lightingSettings instead.
7 年前
Julien Ignace
1308feb1
Merge branch 'feature/realtimeCubemap' of https://github.com/Unity-Technologies/ScriptableRenderLoop into feature/realtimeCubemap
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
7 年前
Sebastien Lagarde
bc97a04c
recreate SSS settings assets
7 年前
sebastienlagarde
c2788a9b
HDRenderPipeline: rename tileSettings -> lightLoopSettings
7 年前
Sebastien Lagarde
5844867b
Various fix: shader path update + recreate RenderPipelineResources
7 年前
sebastienlagarde
feabd543
another round of change
7 年前
Julien Ignace
978e07e4
Moved resolution of sky rendering into global light loop settings in the HDRP asset (from the individual sky settings).
7 年前
Paul Melamed
e2add901
intermediate commit for decal height map
7 年前
Julien Ignace
71b6b5f0
Added Sky Lighting Override through layers specific interpolation volumes.
7 年前
Robert Srinivasiah
04b67328
Allow stereo to be enabled (not actually enabled)
Stereo is enabled with a combination of three bits:
* Asset frame settings has stereo enabled
* Stereo is enabled in the project settings
* Camera has both eyes enabled
Because the asset itself has stereo disabled, I have to keep flipping it on. Turning it on doesn't automatically enable it for other uses cases (yet).
7 年前
GitHub
ca60bb19
Merge pull request #742 from Unity-Technologies/prototype/decals_no_height
Prototype/decals no height
7 年前
sebastienlagarde
6f783833
HDRenderPipeline: Update HDRenderPipelineAsset
7 年前
Sebastien Lagarde
a8ab890d
Rename SubsurfaceScattering Settings/Editor to DiffusionProfile + various file renaming/moving
7 年前
Frédéric Vauchelles
6611be52
[PlanarReflection] Update planar sampling
7 年前
Julien Ignace
6cf5f4d4
Manually re-applied and fixed screen space shadow code after big merge of master that moved every files.
7 年前
Julien Ignace
93c49e08
- Switched sample count to a uniform to be changed by users
- Cleaned UI
- Added a variation to disable contact shadows
7 年前
Frédéric Vauchelles
86df6636
Merge master
7 年前
Frédéric Vauchelles
ca10cd2f
Merge
7 年前
Julien Ignace
03e54099
(WIP) Changed all HDRP RenderTextures to RTHandles
7 年前
Julien Ignace
4ee4d22b
Removed rendertarget/camera scaling from _ScreenSize in the shaders (was breaking NDC->CS coordinate conversion)
7 年前
Frédéric Vauchelles
5b6484e5
[PlanarReflection] Updated HDRenderPipelineAsset
7 年前
Frédéric Vauchelles
ed247f18
[PlanarReflection] Added probe tests
7 年前
Paul Melamed
afca789b
intermediate commit, decal global properties and draw/fade distance
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
Julien Ignace
fa58b33b
Fixed some of the remaining problematic full screen passes (shadow and debug)
7 年前
Julien Ignace
85039c4d
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RTRefactoring
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugFullScreen.shader
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.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
Sebastien Lagarde
6fa0e210
Update render pipeline asset
7 年前
sebastienlagarde
cb2ee22e
Fix shadowmask warning + lightmap warning
- Fix warning about shadowmask index not being bing
- Fix warning about decode instruction in lightmap already bind
7 年前
sebastienlagarde
0d28adac
Removed GBufferWithPrepass pass from lit*.shader. Alpha tested materials now always have a depth prepass.
7 年前
Frédéric Vauchelles
cac44820
Fixed depth pyramid buffer
7 年前
sebastienlagarde
ef051016
Update default settings for planar reflection
7 年前
Raymond Graham
31f3f3cb
Expose the number of light indices per clustered tile in the HDRenderpipelineAsset. This will allow for project specific changes.
7 年前
sebastienlagarde
97c94087
Update HDRP asset + add Cull none on debug shader
7 年前
Antoine Lelievre
c08c9929
Expose shadow budget parameter in HDRP asset
7 年前
Antoine Lelievre
22168f41
Reset HDRP asset shadow budget to default values
7 年前
Antoine Lelievre
a452a9db
Merge branch 'master' into LightUnits
7 年前
Evgenii Golubev
6c2d5efb
Rename SSS quality levels
6 年前
Evgenii Golubev
f7ce098c
Add an option to the HDRP asset to increase the resolution of volumetric lighting
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
Sebastien Lagarde
a8187784
Add shader stripper support for decal variant + update HDRP asset
6 年前
Antoine Lelievre
0f1f60cb
Add Gradient Sky from Laurent
6 年前
RSlysz
30b7aca0
Add support for LightLayers on reflection probe
6 年前