sebastienlagarde
b6c93339
HDRenderPipeline: Remove unsued variable declaration in macro
8 年前
Evgenii Golubev
f27a7df2
Update ShaderVariables.hlsl with changes from Unity
8 年前
Evgenii Golubev
70499455
Switch to HDCamera matrices (WIP, shadows have not yet been fixed)
8 年前
Sebastien Lagarde
a665de22
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-SSS
8 年前
Sebastien Lagarde
d8fca743
HDRenderPipeline: Remove unused variable in drawTransmittance
8 年前
Sebastien Lagarde
f85a5ae0
HDRenderPipeline: remove shader warning (convertion from float3 to float)
8 年前
Sebastien Lagarde
15436506
HDRenderPipeline: Fix a type with F_Transm_Schlick not calling the correct function
8 年前
Sebastien Lagarde
3c7d12b3
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-SSS
8 年前
GitHub
3542318a
Remove incorrect PDF rescaling from the SSS code
8 年前
Sebastien Lagarde
53200ed2
HDRenderPipeline: Updated SSS test
8 年前
Sebastien Lagarde
5e4d1ff4
HDRenderPipeline: Add Texture folder for graphic test
8 年前
Sebastien Lagarde
72835938
HDRenderpipeline: Add white, black, grey texture for graphic test
8 年前
Sebastien Lagarde
4ad657b2
HDRenderPipeline: Graphic test - add few other material
8 年前
Sebastien Lagarde
f9d5cce2
HDRenderPipeline: Update graphic test asset + Add a graphic test for SSS
8 年前
Sebastien Lagarde
a6ea9bf4
HDRenderPipeline: Reset asset pipeline to default (was modified by last commit)
8 年前
Rune Stubbe
8b51c69a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
GitHub
fb10c3b0
Merge pull request #292 from Unity-Technologies/Branch_DebugMenu2
Branch debugmenu2
8 年前
GitHub
def8d068
Small bugfix
8 年前
Julien Ignace
a86538d9
Fixed an exception when trying to display editor ui of an empty debug panel with overridden OnEditorGUI .
8 年前
GitHub
088f3a4d
Add an option to disable bilateral filtering in SSS
8 年前
Julien Ignace
c6828cd2
Implemented variance shadow specific debug shader.
8 年前
GitHub
0be7a6d4
Merge pull request #293 from keijiro/ssao-update
[SSAO] General refactoring
8 年前
Julien Ignace
c4442bb9
Renamed shadow debug API based on feedback and added the slice parameter.
8 年前
Keijiro Takahashi
bd54b010
[SSAO] General refactoring
- Use R8 or RHalf for the AO buffer.
- Use globally bound texture ID (_MainDepthTexture).
- Reuse a command buffer between frames to avoid GC memory allocation.
- Use Hammersley2D (in ShaderLibrary) for hemispherical sampling.
- Use ComputeViewSapcePosition to reconstruct view position from depth.
- Remove unused variables.
8 年前
Julien Ignace
c7e7065b
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_DebugMenu2
8 年前
sebastienlagarde
ed9f5d6e
HDRenderPipeline: Fix HDRP asset
8 年前
GitHub
826de007
Merge pull request #291 from Unity-Technologies/Update-hlsl-generator
Update hlsl generator to C# convention
8 年前
sebastienlagarde
5acef24d
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-hlsl-generator
8 年前
sebastienlagarde
90e6b108
Forget hlsl generator file
8 年前
sebastienlagarde
0e6f3478
HDRenderPipeline: update shader generator and code to match C# static naming convention
8 年前
GitHub
b81cb75f
Merge pull request #290 from Unity-Technologies/Update-hlsl-generator
Update hlsl generator for nested class and regenerate file for HD
8 年前
Rune Stubbe
4e715f16
Moved material classification to separate pass
Light and material classification are now orthogonal and can now be enabled/disabled independently
8 年前
sebastienlagarde
36f2d0de
Update hlsl generator for nested class and regenerate file for HD
8 年前
Felipe Lira
0f4a886b
LightweightPipeline settings per light objects with StructuredBuffer. Right now for gles 2.0 we need an alternate solution. Added multiple point lights scene.
8 年前
sebastienlagarde
f11eea5a
HDRenderPipeline: Update project settings + coment #pragma for shader debug to lower memory usage
8 年前
Sebastien Lagarde
c8fe2075
HDRenderPipeline: Revert back to no inverted thickness
Don't invert thickness as in the end it is even more confusing as baking
tools generate thickness map with white for thick
8 年前
Julien Ignace
70b0ab1e
User can now display shadow map of the currently selected light.
8 年前
sebastienlagarde
0e090e9d
HDRenderPipeline: Fix normalization of normal map with SurfaceGradient/POM
8 年前
Julien Ignace
e20b9e23
Removed Material from Shadow Debug API (it's now held by the shadow system)
8 年前
GitHub
112869b3
Merge pull request #289 from Unity-Technologies/Branch_DebugMenu2
Missing files
8 年前
Julien Ignace
8db13baa
Refactored shadow map debug views. Now ShadowMap implementation is responsible for display.
8 年前
sebastienlagarde
84f872d3
HDRednerPipeline: Add some comment for surface gradient and normalize tangentWS now
8 年前
Julien Ignace
560cef2c
Missing files
8 年前
GitHub
79b5e7b2
Merge pull request #288 from Unity-Technologies/Branch_DebugMenu2
Branch debugmenu2
8 年前
Julien Ignace
205fb8de
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_DebugMenu2
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
8 年前
Felipe Lira
53105986
Added lightweight unlit and its shader GUI
8 年前
mmikk
9719dcc6
just fix some comments in our normal mapping stuff
just fix some comments in our normal mapping stuff
8 年前
mmikk
9efd041c
no need to distinguish between with/without surf gradient here
no need to distinguish between with/without surf gradient here
8 年前
sebastienlagarde
e7e1f024
HDRenderPipeline: update Asset (revert size of atlas to 4096)
8 年前
sebastienlagarde
a0969f95
HDRenderPipeline: Minor update on pipeline resource for SSS shader in editor
8 年前