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Adding (refactoring to) Gbuffer optional slot 3 #4528

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May 20, 2021
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ddbee5f
enabled MSAA when the RenderPass API is used. Resolving implicitly to…
manuele-bonanno Feb 26, 2021
8f7db74
Initial lazy merging prototype
manuele-bonanno Mar 4, 2021
fe5cadb
Lazy merging prototype: all the needed attachments are now added to t…
manuele-bonanno Mar 5, 2021
e50c046
initial work to add lazy merging to the deferred renderer (doesn't ha…
manuele-bonanno Mar 8, 2021
3ba7c7b
MRT attachments merging improvements
manuele-bonanno Mar 10, 2021
b66f183
fix for a crash because of incomplete Targets setup for merged render…
manuele-bonanno Mar 10, 2021
422ed1b
change m_ShadowmapWidth/Height variables to use renderTargetWidth
jonuuukas Mar 10, 2021
9bdd3ef
Merge branch 'universal/render-pass-conversion' of ssh://github.com/U…
jonuuukas Mar 10, 2021
7d3c5ba
m_ActiveRenderPassQueue[i] to var renderPass
jonuuukas Mar 16, 2021
6f5d3f0
changing hash ctor logic to merge width/height and include depth rtID
jonuuukas Mar 16, 2021
7dc34fa
fix setlastpass flag loop
jonuuukas Mar 23, 2021
72d51d2
NativeArray memory leak fix
manuele-bonanno Mar 23, 2021
73d666d
refactoring to remove duplicated code
manuele-bonanno Mar 23, 2021
d86b828
fix non-renderpass passes getting hashes and etc.
jonuuukas Mar 23, 2021
ac46e52
more cleaning up, moving RenderPass code in separate functions for cl…
manuele-bonanno Mar 23, 2021
bc45166
lists to arrays and other gc.alloc related stuff
jonuuukas Mar 24, 2021
7b828d8
Merge branch 'universal/render-pass-conversion' of ssh://github.com/U…
jonuuukas Mar 24, 2021
44d350e
Merge branch 'master' into universal/render-pass-conversion
jonuuukas Mar 24, 2021
e57a3ed
merge leftovers
jonuuukas Mar 24, 2021
432dc6b
moving all the RenderPass API specific code in separate methods as a …
manuele-bonanno Mar 24, 2021
bf030cb
remove Configure in SetLastPassFlag
jonuuukas Mar 24, 2021
f7d061a
refatoring (in progress): moving all the RenderPass API specific code…
manuele-bonanno Mar 25, 2021
1b0b6bf
fixing depth-only offscreen camera and exposing usesNativeRenderPass
jonuuukas Mar 25, 2021
6a6dd1f
Merge branch 'universal/render-pass-conversion' of ssh://github.com/U…
jonuuukas Mar 25, 2021
f8a8e62
merge leftovers
jonuuukas Mar 25, 2021
d84f779
more cleaning up and refactoring
manuele-bonanno Mar 26, 2021
ef3e215
splitting initial scene index setup from RenderPass data, and moved R…
manuele-bonanno Mar 26, 2021
eb3514d
Revert "splitting initial scene index setup from RenderPass data, and…
manuele-bonanno Mar 26, 2021
b89f1e8
fix for RenderPass MRT attachments being setup when the RenderPass AP…
manuele-bonanno Mar 26, 2021
ebd2d04
adding profiler samples to NativeRenderPass code
jonuuukas Mar 26, 2021
82d7d6b
moving more RenderPass related code in NativeRenderPass.cs
manuele-bonanno Mar 29, 2021
304a9ab
removed any direct references to RenderPass frame data outside of Nat…
manuele-bonanno Mar 29, 2021
391784c
fixing targetTexture != null and depthOnly pass cornercase with wrong…
jonuuukas Mar 29, 2021
617322d
NativeRenderPass from static to partial class conversion
jonuuukas Mar 30, 2021
8a00998
add RenderPassDescriptor to contain dimensions and etc.
jonuuukas Mar 30, 2021
a62901e
add GetDefaultGraphicsFormat for RenderPass attachment descriptors
jonuuukas Mar 30, 2021
bc7a4b8
remove isFirstMergeable and isLastMergeable and add comments
jonuuukas Mar 30, 2021
2ee17b8
moving some stuff and removing some parameters for methods due to par…
jonuuukas Mar 30, 2021
073e77e
some more cleanup
jonuuukas Mar 30, 2021
279d157
more cleanup: making methods non static and reducing the input parame…
manuele-bonanno Mar 30, 2021
c5d86db
renamed attachmentIndices in m_InputAttachmentIndices
manuele-bonanno Mar 30, 2021
f1c6990
more cleanup: removing unnecessary statics
manuele-bonanno Mar 30, 2021
e2c0ebe
improved subpass merging
manuele-bonanno Mar 30, 2021
bcc0638
more renaming of methods
manuele-bonanno Mar 31, 2021
276e7d8
renaming more stuff for consistency with previous renamings
manuele-bonanno Mar 31, 2021
eb5be47
renderPass MRT clear logic fixed
jonuuukas Mar 31, 2021
49506d5
useDepth always if depthOnly is true
jonuuukas Apr 6, 2021
6412f03
fixing useDepth not picking up default depth attachment
jonuuukas Apr 6, 2021
43fc427
adding SupportsNativeRenderPass to rendererFeatures and adding mechan…
jonuuukas Apr 7, 2021
a3c0d85
formatting check fix
manuele-bonanno Apr 7, 2021
8357b72
more formatting check fixes...
manuele-bonanno Apr 7, 2021
8a17123
include cleanup
jonuuukas Apr 13, 2021
a4ada9d
Merge branch 'master' into universal/render-pass-conversion
jonuuukas Apr 13, 2021
c5c3bc0
add validation check and fallback
jonuuukas Apr 13, 2021
00a359a
reviewer feedback changes
jonuuukas Apr 23, 2021
7350695
Merge branch 'master' into universal/render-pass-conversion
jonuuukas Apr 28, 2021
0e287cb
merge cleanup
jonuuukas Apr 28, 2021
1d08a1e
quick hack to add input attachments
jonuuukas Apr 28, 2021
700b261
some more changes for input attachment handling
jonuuukas Apr 30, 2021
d7ebdf5
Merge branch 'master' into universal/render-pass-input
jonuuukas Apr 30, 2021
0b1b9c4
some changes to fb fetch color attachments, depthTexture switched wit…
jonuuukas May 4, 2021
a69003e
adding _RENDER_PASS_ENABLED keyword and all of the fb fetch logic
jonuuukas May 5, 2021
0f48003
some cleanup regarding non-renderpass depthcopy texture
jonuuukas May 5, 2021
716ecd4
fix non-renderpass path depth
jonuuukas May 5, 2021
b6b6b75
fix deferred fog using fb fetch
jonuuukas May 5, 2021
0696520
adding positionCS to remaining InputData gbuffer related passes and f…
jonuuukas May 5, 2021
c6c3c50
fix scene view not rendering properly
jonuuukas May 5, 2021
48f0ab7
more fixes for scene and other cameratypes - disabling renderPass alt…
jonuuukas May 5, 2021
df55ba0
exposing Native RenderPass option in the renderer asset
jonuuukas May 5, 2021
60a7198
whitespace cleanup
jonuuukas May 5, 2021
b52f795
some more cleanup and refactoring
jonuuukas May 5, 2021
47f43f6
Merge branch 'master' into universal/render-pass-input
jonuuukas May 5, 2021
92efd45
formatting fixes
jonuuukas May 5, 2021
f4b78b2
GC.Alloc fixes for deferred renderer
jonuuukas May 5, 2021
be3faeb
formatting fixes
jonuuukas May 6, 2021
5e10778
Revert "formatting fixes"
jonuuukas May 6, 2021
66844b6
retry formatting fixes without other file changes
jonuuukas May 6, 2021
d23d5d7
adding GBUFFER number defines for more clear fb fetch macros
jonuuukas May 6, 2021
1fc338b
disabling RenderPass API for SSAO/DepthNormal/Decals
jonuuukas May 6, 2021
f544348
minor MRT attachment clear fix
jonuuukas May 6, 2021
514227e
disable input attachments if there is a Depth/Normal pass injected in…
jonuuukas May 6, 2021
e78b327
first pass with input attachments changing hard return to warning msg
jonuuukas May 6, 2021
86fa4a6
reverting some changes for rendererFeatures, as they have renderpass …
jonuuukas May 6, 2021
4b745cb
some comments and other stuff regarding review feedback
jonuuukas May 7, 2021
4be1266
some depthcopy logic skip for RenderPass Deferred
jonuuukas May 10, 2021
344b9e5
Merge branch 'master' into universal/render-pass-input
jonuuukas May 10, 2021
ad80f20
typo fix
jonuuukas May 10, 2021
496dc12
Merge branch 'universal/render-pass-input' of ssh://github.com/Unity-…
jonuuukas May 10, 2021
39a2606
LOAD_FRAMEBUFFER_INPUT using same parameter for single channel read
jonuuukas May 10, 2021
d258506
removing clipPos from inputData init
jonuuukas May 10, 2021
0342131
optional slot 3 added to GBuffer
jonuuukas May 11, 2021
20b5672
additionl _render_pass_enabled check to determine correct type for op…
jonuuukas May 11, 2021
22f3c70
fixing the #ifdef logic a bit for optional slot2
jonuuukas May 11, 2021
d8e4d18
Merge branch 'master' into universal/gbuffer-optional-slot3
jonuuukas May 13, 2021
951e56b
Update DeferredLights.cs
jonuuukas May 13, 2021
513da1f
Update DeferredLights.cs
jonuuukas May 13, 2021
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LOAD_FRAMEBUFFER_INPUT using same parameter for single channel read
  • Loading branch information
jonuuukas committed May 10, 2021
commit 39a2606d8fc167dd77929b92cb46943b2631d151
Original file line number Diff line number Diff line change
Expand Up @@ -322,7 +322,7 @@ Shader "Hidden/Universal Render Pipeline/StencilDeferred"
half4 FragFog(Varyings input) : SV_Target
{
#if _RENDER_PASS_ENABLED
float d = LOAD_FRAMEBUFFER_INPUT(GBUFFER3, input.positionCS.xy);
float d = LOAD_FRAMEBUFFER_INPUT(GBUFFER3, input.positionCS.xy).x;
#else
float d = LOAD_TEXTURE2D_X(_CameraDepthTexture, input.positionCS.xy).x;
#endif
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