Tim Cooper
17429180
Add support for setting default input values on material sub graphs (when editing the graph) so there is something to compare with.
8 年前
joce
2539e9c2
Undo optimization that broke edges
Edges where no longer following the anchors when the node was being moved.
Signed-off-by: joce <joce@unity3d.com>
8 年前
Peter Bay Bastian
1770fee9
Duplication support for graph nodes
8 年前
Peter Bay Bastian
ce272542
Implemented copy/paste functionality for graph (currently uses shift rather than ctrl, as the latter does not fire the event)
8 年前
Peter Bay Bastian
d99fa8d2
Moved global selection handling into its own manipulator, rather than piggy-backing the ClickSelector, as an edge case was not being handled.
(when the selection didn't change the global selection wouldn't be changed - e.g. "select node in graph, select something from the scene, click selected node" wouldn't select the graph in the project window)
8 年前
Peter Bay Bastian
ff7ce7e4
Optimized `Edge.GetFromToPoints` with caching of left and right anchor `GraphElement`'s.
It is called in every frame and calls `parent.allElements` twice to find the GraphElement for its anchors. The implementation of `allElements` is very slow right now (as is noted in `VisualContainer.cs` comments), but either way we should avoid a traversal of all `VisualElement`'s for every edge every frame.
8 年前
Peter Bay Bastian
4d814c36
Fixed a bug causing null reference errors if no graph asset was selected
8 年前
Peter Bay Bastian
fc03abf6
Fixed a bug causing frequent, unneeded serialization of the entire graph in the graph inspector
8 年前
Peter Bay Bastian
adc4b060
Added graph inspectors for sub and remap graphs
8 年前
Peter Bay Bastian
2eace1c5
Extracted abstract base class from MaterialGraphInspector
8 年前
Peter Bay Bastian
663e90f3
If no node is pinned in graph inspector, display message rather than hiding the preview completely
8 年前
Peter Bay Bastian
e73c926b
Disable ReSharper warning about delegate subtraction as it is not valid for our use case
8 年前
joce
0e9bf43e
Add .editorconfig: spaces everywhere but NewUI
Signed-off-by: joce <joce@unity3d.com>
8 年前
GitHub
0ef45c8c
Merge pull request #5 from stramit/issues-fix
Issues fix
8 年前
joce
e895baa6
Make added nodes appear under mouse cursor
Signed-off-by: joce <joce@unity3d.com>
8 年前
joce
184e9204
Fix weird bar under title bar
Signed-off-by: joce <joce@unity3d.com>
8 年前
joce
72ac3b4c
Fix RectangleSelect + node selection highlight
Both issues were caused by the nodes positioning incorrectly being flagged as
Relative. Putting it to Absolute fixed all of this. It also messed with the
nodes positioning, which is why the ShaderGraphs had to be changed as well.
Signed-off-by: joce <joce@unity3d.com>
8 年前
joce
4aa813fd
Update to new GraphView
Update includes fix for MiddleMouse / Alt+LeftMouse pan
Signed-off-by: joce <joce@unity3d.com>
8 年前
Tim Cooper
e6b70122
[Material Graph]Show slot default inputs in the inspector.
8 年前
Peter Bay Bastian
46e1234d
Styling for connectors
8 年前
Peter Bay Bastian
cb87ed84
Minor improvements to graph inspector
8 年前
Peter Bay Bastian
7343f497
Added IDisposable functionality to ObjectPool (and ListPool)
8 年前
Peter Bay Bastian
ddc991d7
Removed un-pin functionality, such that a node is always pinned (defaults to active master node). Also improved interface for AbstractGraphInspector.
8 年前
Peter Bay Bastian
e5c4ffb6
Inspector now listens for changes to node relevant to the previewed node. It is now possible to pin the selected node, while another node is pinned (to avoid having to click 2 times). Constant re-paint is now only turned on if any relevant nodes require time.
8 年前
Peter Bay Bastian
a2959466
Implemented node pinning
8 年前
Peter Bay Bastian
2483a684
Added preview of first selected node in inspector
8 年前
Evgenii Golubev
9ec4d867
Clean up
8 年前
Tim Cooper
6efb23b6
[srl]Start porting loops to use new state context.
8 年前
Evgenii Golubev
5f0870cc
Update comments and store the value of the integral of the image
8 年前
Tim Cooper
7c771e53
[srl]Fix scene view rendering of fptl and hd loop
8 年前
Evgenii Golubev
0b7d0d75
Update the comment
8 年前
Tim Cooper
1ddcb9ee
Merge remote-tracking branch 'origin/master' into refactorentrypoint
8 年前
Evgenii Golubev
52100761
Use texture Load() instead of sampling
8 年前
GitHub
8760c4f3
Merge pull request #65 from Unity-Technologies/LayeredLit
First version of Layered Lit shader height based blending.
8 年前
Evgenii Golubev
c3acc973
Initial implementation of BuildProabilityTables()
8 年前
GitHub
d5fa4483
Merge pull request #64 from EvgeniiG/master
Optimize IntegrateLD()
8 年前
Evgenii Golubev
62d91392
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Evgenii Golubev
0e06d868
Implement ComputeCubemapTexelSolidAngle()
8 年前
Evgenii Golubev
1e6ba10e
Perform stronger artifact clamping
8 年前
Evgenii Golubev
b9f2f83e
Update the comment
8 年前
Evgenii Golubev
8ad80363
Rename Hammersley and Fibonacci files
8 年前
Evgenii Golubev
db24b840
Remove the unused function argument
8 年前
Evgenii Golubev
e68c22d7
Rename ImportanceSampleGGXDirIsotropic() to ImportanceSampleGGXViewIndDir() to avoid confusion
8 年前
Evgenii Golubev
65fc4234
Optimize IntegrateLD() by using D_GGX_Inverse()
8 年前
Evgenii Golubev
7e821fe0
Implement ImportanceSampleGGXDirIsotropic()
8 年前
Evgenii Golubev
e3a00862
Replace max(0, x) with saturate to save 1 VALU
8 年前
mmikk
922fa26b
minor clean up. Didn't need these afterall
minor clean up. Didn't need these afterall
8 年前
Evgenii Golubev
dba98485
Improve the support of the Fibonacci sequence
8 年前
mmikk
485cc57e
prepare for platforms with compute but no texCubeArray
prepare for platforms with compute but no texCubeArray
8 年前
Evgenii Golubev
23f38d59
Use the Fibonacci sequence for convolving with GGX
8 年前