299 次代码提交 (0339b072-b556-474d-9d32-4df1201f45df)

作者 SHA1 备注 提交日期
Evgenii Golubev 894d0fa7 Remove the arbitrary 'maxDisplacement' scale 8 年前
Evgenii Golubev 3464c886 Fix shadows from directional lights 8 年前
Evgenii Golubev 996f79ff Set consistent tessellation levels for camera and shadow views 8 年前
Evgenii Golubev fedcbf38 Add ortho projection support to GetWorldSpaceNormalizeViewDir() 8 年前
Evgenii Golubev a1b91c7a Fix the compile issue of the layered shader 8 年前
mmikk 8fd9c678 switch back to clustered in 32x32 and misc 8 年前
Evgenii Golubev 75f44840 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
GitHub 637d1e66 Merge pull request #181 from Unity-Technologies/Branch_CameraHelpers 8 年前
Julien Ignace b701b43d Reverted SkyManager mesh creation "fix" it was causing problems with mesh update and cmd de-synchro... 8 年前
Julien Ignace 686cfb59 - Added simple FreeCamera component to ScriptableRenderPipeline/common 8 年前
Evgenii Golubev d75bcfa1 Implement 3 texturing modes for SSS 8 年前
Julien Ignace 6d0bd252 Removed Mesh creation at each frame from SkyManager 8 年前
Evgenii Golubev 664b2fb6 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
GitHub 3b62a805 Merge pull request #180 from Unity-Technologies/Branch_DebugCascade 8 年前
Julien Ignace 813ade24 Revert "Compilation fix on PS4: removed static keyword and reverted Cluster size to 16 because there's not enough VGPR on PS4 to compile it otherwise (to investigate)" 8 年前
Julien Ignace 293776aa Compilation fix on PS4: removed static keyword and reverted Cluster size to 16 because there's not enough VGPR on PS4 to compile it otherwise (to investigate) 8 年前
Evgenii Golubev e72d74a0 Fix POM tiling issues (height, shadows) 8 年前
Julien Ignace 17a9cbd9 Added a lighting debug mode to visualize Cascaded shadow splits. 8 年前
Evgenii Golubev 52d4f035 Simplify the preprocessed code 8 年前
GitHub ec72e8e2 Merge pull request #179 from Unity-Technologies/Branch_LightDimmer 8 年前
Evgenii Golubev f6fefa69 Add view dependency to computed linear depth values 8 年前
Julien Ignace c8b1658e Minor renaming. 8 年前
Evgenii Golubev ea306870 Fix the raw depth from the depth offset 8 年前
GitHub ceaa6eac Merge pull request #178 from Unity-Technologies/Branch_DisableSpecForReflectionProbe 8 年前
Julien Ignace c57422d9 - Removed all specular from direct lighting when rendering reflection probes. 8 年前
Evgenii Golubev 185e4373 Fix view-space depth for POM (again) 8 年前
GitHub d9f38e02 Merge pull request #177 from Unity-Technologies/Branch_LightDimmer 8 年前
Julien Ignace f9619b5e Fixed a bug with data allocation for clustered lighting. 8 年前
Evgenii Golubev 2de9e6dd Update the comment 8 年前
Julien Ignace fef71130 Added several more options for light: Light Dimmer, Fade with distance (intensity and shadows) and a global dimmer in Tile Pass settings as well. 8 年前
Evgenii Golubev e30162ef Fix shadows for tessellation 8 年前
GitHub 1a16747f Merge pull request #176 from Unity-Technologies/Branch_DebugSkyReflection 8 年前
Julien Ignace d11b8e6e Added an option in Lighting debug to display the sky reflection probe cubemap. 8 年前
GitHub bbd02192 Merge pull request #175 from Unity-Technologies/Change-to-32x32-clustered-tile 8 年前
sebastienlagarde 20a72b30 HDRenderPipeline: Change from 16x16 to 32x32 tile size for clustered 8 年前
GitHub f6b723f1 Merge pull request #174 from Unity-Technologies/Branch_DepthBufferCreateFix 8 年前
Julien Ignace 455c2c85 Fixed a bug with depth buffer not being properly created when switching scenes. 8 年前
GitHub 5cb0e855 Merge pull request #173 from Unity-Technologies/Branch_CopyDepthTexture 8 年前
Antti Tapaninen 9a7ca618 restore shaders 8 年前
GitHub d54fe697 Merge pull request #172 from Unity-Technologies/Tessellatoin-tile-scale 8 年前
GitHub 8b9da4f7 Merge pull request #171 from Unity-Technologies/Add-depth-offset-in-debug-view 8 年前
sebastienlagarde 722aa8b3 HDrenderPipeline: Add depth offset support in debug view depth mode 8 年前
sebastienlagarde 50485164 HDRenderPipeline: Add tessellation tile scale 8 年前
GitHub b7cd7bb8 Merge pull request #170 from EvgeniiG/master 8 年前
Evgenii Golubev 841bef3d Adopt the convention that the 'depthOffsetVS' is always positive 8 年前
Evgenii Golubev f1c40192 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
mmikk 2f7181ba add a comment about possible cluster tile sizes 8 年前
Evgenii Golubev 7e5f4994 Compute the height for the triplanar POM 8 年前
mmikk f8fb534f allow clustered tiled to use 16, 32 or 64 as its tile size 8 年前
Evgenii Golubev ef8b38a6 Move the POM height fix into ParallaxOcclusionMapping() 8 年前