mmikk
d062497d
separate out resolution dependent allocations
separate out resolution dependent allocations
8 年前
mmikk
b35ab050
spot is Z aligned in unity
spot is Z aligned in unity
8 年前
vlad-andreev
ce024e75
fixed missing final pass shader in the fptl renderloop asset
8 年前
vlad-andreev
1c6878bd
fixed a potential commandbuffer leak in the skybox helper
8 年前
vlad-andreev
1cb88144
[fptl] use cullResults.culledReflectionProbes instead of FindObjectsOfType()
8 年前
vlad-andreev
19c489a6
[fptl] converted shaders to use autogenerated .hlsl includes
8 年前
sebastienlagarde
5d4ad793
HDRenderLoop: Miss one file
8 年前
sebastienlagarde
1065c023
HDRednerLoop: Fixed bad code to reconstruct world position
8 年前
sebastienlagarde
0647d78b
Add a test scene for HDRenderLoop
The scene use few rocks and normal map
8 年前
vlad-andreev
27937678
added missing dll
8 年前
GitHub
87679324
Merge pull request #2 from Unity-Technologies/ShaderLibrary
Merge Shaderlibrary
8 年前
sebastienlagarde
a333a206
Make deferred rendering wortk and match forward
8 年前
sebastienlagarde
c4c059ac
Merge remote-tracking branch 'refs/remotes/origin/master' into ShaderLibrary
8 年前
sebastienlagarde
4831ee61
Merge remote-tracking branch 'refs/remotes/origin/master' into ShaderLibrary
8 年前
Sebastien Lagarde
0949ab8d
Merge remote-tracking branch 'refs/remotes/origin/master' into ShaderLibrary
8 年前
Sebastien Lagarde
48e7ab2d
Merge branch 'ShaderLibrary' of https://github.com/Unity-Technologies/ScriptableRenderLoop into ShaderLibrary
8 年前
sebastienlagarde
e0d8b29f
Minor change, add unity_reversed_z
8 年前
Sebastien Lagarde
18a4a47d
Merge remote-tracking branch 'refs/remotes/origin/master' into ShaderLibrary
8 年前
Sebastien Lagarde
3b340bc5
forget one file
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
016758b2
Update a bit the code for deferred + some notation update
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
fdf8f78f
Bad previous fix, sorry
8 年前
sebastienlagarde
4ec829d0
Merge branch 'ShaderLibrary' of https://github.com/Unity-Technologies/ScriptableRenderLoop into ShaderLibrary
8 年前
GitHub
213ac319
Merge pull request #1 from Unity-Technologies/API-Validation
Api validation
8 年前
Joachim Ante
2d089ebe
APi validation
8 年前
Joachim Ante
32b23b9d
Refactor API validation code to actually check that each define is
indeed define, this prevents platforms from going out of sync.
8 年前
sebastienlagarde
94ae3cb7
Fix issue with DecodeFromGbuffer missing PerceptualRoughness init
thanks Uygar
8 年前
sebastienlagarde
068366cc
Change position to float3 instead of float4
8 年前
sebastienlagarde
13dbf956
Remove comment
8 年前
Sebastien Lagarde
d43d797f
Merge remote-tracking branch 'refs/remotes/origin/master' into ShaderLibrary
8 年前
sebastienlagarde
2aba5fc9
Add innerAngle for spotlight
8 年前
vlad-andreev
7ca8ae32
menu item for the shader generator
8 年前
sebastienlagarde
4644098b
Calculate correct intensity for the light
8 年前
vlad-andreev
84f60431
Shader generator
To reflect a C# struct or class, attach the [GenerateHLSL] attribute to
it. The optional packing parameter is PackingRules.Exact (default),
which emits the struct as is. PackingRules.Aggressive will result in a
tight packing subject to some restrictions. Static primitive fields are
emitted as #defines.
8 年前
sebastienlagarde
bb7bf965
Correct angle attenuation
8 年前
mmikk
a52fc3f6
trying this again
trying this again
8 年前
sebastienlagarde
e243ddce
Forget to remove one file
8 年前
mmikk
8d90d11b
first pass on getting clustered in (shader builds)
first pass on getting clustered in (shader builds)
8 年前
sebastienlagarde
902def74
Change UnityStandard to HDRenderLoop
Change name of the renderloop to HD Standard
Use vertex normal for now to test light
8 年前
mmikk
6ce68b6d
oops, left out type in decl
oops, left out type in decl
8 年前
sebastienlagarde
636e2983
Add light support to the minimal forward loop (WIP, not fully working)
Add support of point and spot without shadow with structured buffer in
forward.
8 年前
mmikk
7b51125d
no need to use .xy to determine z
no need to use .xy to determine lin z
8 年前
sebastienlagarde
5ac28581
Change LightingDefinition.hlsl to LightDefinition.cs
Allow to share code between hlsl and C# like Morten, also add define in
common.hlsl that was in common.h for Morten
8 年前
mmikk
346242c0
throw in lefthand check for completion (for now)
throw in lefthand check for completion (for now)
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
mmikk
bd003c01
introduce a GetPlane()
makes scrbound.compute more efficient by introducing a dedicated
GetPlane() function as opposed to using GetQuad().
8 年前
sebastienlagarde
aa06ca56
Minimal loop wit forward shader
Not working currently miss C# side
8 年前
mmikk
c7d5b507
fix refl shader compile errors due to roughness/perceptualRoughness
fix refl shader compile errors due to roughness/perceptualRoughness
8 年前
sebastienlagarde
76f890ea
Very minimal loop done, display red shader
Very minimal loop done, display red shader
8 年前