72 次代码提交 (feature-runtimeTextureCache)

作者 SHA1 备注 提交日期
sebastienlagarde fd7cfe17 HDRenderLoop: Move file/create file/Rename stuff - Related to lighting and shadow 8 年前
Evgenii Golubev 68bbdef4 Set the default anisotropy direction along the tangent 8 年前
sebastienlagarde afe68ecc HDRenderLoop: Add detail map to lit shader 8 年前
sebastienlagarde f15e0c7c HDREnderLoop: First draft of new layeredLit shader 8 年前
Sebastien Lagarde 87a19817 HDRenderLoop: Large refactor to add Triplanar and detail map on LayeredLit 8 年前
Sebastien Lagarde cb8aa00b HDRenderLoop: Finish cleaning LayeredLit (some bug left) 8 年前
Sebastien Lagarde 6088f80d HDRenderLoop: Fix few warning 8 年前
sebastienlagarde 6521b4be HDRenderPipeline: More rename of UnityEditor.Experimental.ScriptableRenderLoop + minor stuff 8 年前
Sebastien Lagarde 1c86fa3a HDRenderPipeline: Lot of change, still motion vector pass to fix 8 年前
sebastienlagarde d055406d HDRenderPipeline: Draft to work at home 8 年前
Sebastien Lagarde 52f90645 HDRenderPipeline: Parrallax occlusion mapping add lod fading 8 年前
Sebastien Lagarde ab900a3a HDRenderPipeline: Allow different keyword by layers 8 年前
Sebastien Lagarde 01072951 HDRenderPipeline: Another pass on adding surface gradient code 8 年前
Sebastien Lagarde 3f8a200e HDRenderPipeline: Fix planar and triplanar + triplanar POM 8 年前
Tim Cooper c30d33b8 [Format]Reformat via format.pl to match the new conventions 8 年前
Sebastien Lagarde 894b33fe HDRenderPipeline: Move ComputeTransmittance to commonMaterial.hlsl 8 年前
Evgenii Golubev 414344b8 Merge branch 'master' 8 年前
Evgenii Golubev 6a7757cc Factor out ComputeWrappedDiffuseLighting() 8 年前
sebastienlagarde 4bc93c9f Add support to disable range attenuation and control max smoothness on light to fake sphere light 7 年前
Evgenii Golubev 2a4e6b99 Switch transmission units of Jimenez SSS to millimeters 7 年前
GitHub 7be53b88 Merge pull request #368 from Unity-Technologies/maxSmoothness-and-disable-range-attenuation 7 年前
Evgenii Golubev f916b05a Add support for [-1, 1] anisotropy 7 年前
Evgenii Golubev 8d9edb9e Use the anisotropy parametrization of Sony Imageworks 7 年前
Evgenii Golubev 8a072a13 Move the IBL code 7 年前
Evgenii Golubev a5a2abf8 Optimize Disney SSS using the tagged irradiance buffer 7 年前
Evgenii Golubev d1dca323 Help the compiler save VGPR 7 年前
Evgenii Golubev a6673bac Rename ComputeTransmittance() to ComputeTransmittanceDisney() 7 年前
Sebastien Lagarde 36f3cfd4 merge unity 2017.3 7 年前
sebastienlagarde 142509b7 HDRenderPipeline: Remove obsolete comment. 7 年前
Julien Ignace 8b37cbb5 Reflection Probe Cache: Handled input of the wrong size/format with an additional conversion step. 7 年前
Evgenii Golubev 87e85612 Refactor math constant defines 7 年前
Evgenii Golubev 74f8bb30 Update TagLightingForSSS() 7 年前
Frédéric Vauchelles fe773302 Merge master 7 年前
Evgenii Golubev 5ed87a9c Optimize anisotropic GGX 7 年前
Sebastien Lagarde 2d0640a5 Draft 2 7 年前
Evgenii Golubev a79cfd1d Remove 'bsdfData.roughness' 7 年前
sebastienlagarde b0813df9 Merge remote-tracking branch 'refs/remotes/origin/master' into Support-forward-SSS 7 年前
sebastienlagarde d83489f4 Change ShaderLibrary to use REAL instead of float/half 7 年前
sebastienlagarde ecdf681c ShaderLibrary, change REAL to real 7 年前
Felipe Lira 9c24d3f8 reverted real with float in GetTriplanarCoordinate 7 年前
Sebastien Lagarde 6c6064fb Push draft 7 年前
Sebastien Lagarde 50cdefa9 second draft 7 年前
Sebastien Lagarde 24ac5a9e Merge remote-tracking branch 'refs/remotes/origin/master' into Update-ClearCoat 7 年前
Sebastien Lagarde 72d32af8 Add correct handling of Fresnel0 for interface 7 年前
Sebastien Lagarde 0aa35166 Additional comment 7 年前
Sebastien Lagarde a2cc84e0 More work 7 年前
Sebastien Lagarde 3900cf36 More cheaper version of clear coat 7 年前
Sebastien Lagarde 926a5691 Update UI for diffusion profile + convert fresnel0 to IOR in UI 7 年前
Sebastien Lagarde 9b6e633d Push rework of lit.hlsl 7 年前
sebastienlagarde a40f534c Correct based on various feedback 7 年前
Sebastien Lagarde 106566dc Update the UI for iridescence 7 年前
Sebastien Lagarde ec9e36c7 Fix typo 7 年前
Sebastien Lagarde 45283ab4 Adress iridescence PR feedback 7 年前
Sebastien Lagarde 455d8e33 Fixing compile issue 7 年前
Stephane Laroche e5b6c4fb Implement vertically layered BSDF model with anisotropy. 7 年前
Stephane Laroche e982f099 Some modifications (not enabled for now) to try to handle anisotropy better. 7 年前
sebastienlagarde 26d09161 Some factor and comment of commonMaterial.hlsl 7 年前
sebastienlagarde f9da3920 Merge branch 'master' into Cleanup-stacklit 7 年前
sebastienlagarde 96365a48 Rename RoughnessToAnisotropy to ConvertRoughnessToAnisotropy 7 年前
sebastienlagarde bac63c51 Add ambient occlusion properties on Stacklit 7 年前
sebastienlagarde 730f3273 HDRP: add geometric filtering to lit shader 7 年前
Sebastien Lagarde 2871eb29 Update specularAA handling in stacklit 7 年前
Sebastien Lagarde 0dae4051 Add various comment on filtering + change from _variance to _NA for suffix 7 年前
Sebastien Lagarde 079ea329 Add support of Texture filtering (seems to not work yet) 7 年前
Sebastien Lagarde e5417732 More fix 7 年前
Sebastien Lagarde 162b8ee9 Draft of refactoring of SSS and Transmission code, to share more code 7 年前
sebastienlagarde 870dbb61 Large refactor of transmission code to share it between material 7 年前
Stephane Laroche 12aebb34 StackLit: New base parametrization and dual lobe hazy gloss parametrization. 6 年前
Sebastien Lagarde 9c4acb91 Import various stacklit branch change 6 年前
Sebastien Lagarde 6f587a2a Update variance normal code 6 年前
Anis Benyoub 03507596 Moving the default specular value from Lit.hlsl to CommonMaterial.hlsl 6 年前
GitHub 0f00f09d Merge pull request #1847 from Unity-Technologies/Add-cloth-material-anis 6 年前