GitHub
6602ff66
Merge pull request #977 from Unity-Technologies/physcam-settings
Added a first set of physical settings to HDCamera
7 年前
sebastienlagarde
fee679a7
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-physical-Light-unit-2
7 年前
GitHub
af64eeb2
Merge pull request #976 from Unity-Technologies/Fix-sky-issue
Fix sky issue
7 年前
sebastienlagarde
3ca4d227
Various update
7 年前
Remy
6b3ff1a7
Update animated cookie scene/template (support for cube cookie)
Try to compress more agressively the template files
7 年前
sebastienlagarde
b0c23ff0
Fix sky issue
7 年前
Thomas
8b30d5b8
Added a first set of physical settings to HDCamera
Needed for physical light units
7 年前
sebastienlagarde
8d0fc95d
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-physical-Light-unit-2
7 年前
Remy
2001df3c
Merge branch 'HDRP_GraphicTests' into MaterialUpgrader_Upgrade
7 年前
sebastienlagarde
39e5b6fb
HDRenderPipeline: Fix file format
7 年前
Robert Srinivasiah
6f2b52f2
Merge remote-tracking branch 'origin/master' into hdrp-xr-lighting
Manual fixup of some LightLoop stuff (stereo + decals living together in light cull data)
7 年前
GitHub
eb480ec1
Merge pull request #974 from Unity-Technologies/fix-issue-with-decal
Fix issue with decal
7 年前
sebastienlagarde
7006fd26
Better fix
7 年前
sebastienlagarde
c3685a5c
Fix issue with decal
7 年前
GitHub
a8065d95
Add code for future experimentation
7 年前
GitHub
e8bd5bcf
Merge pull request #966 from Unity-Technologies/decals/clustered
Decals/clustered
7 年前
GitHub
b1935e07
Merge pull request #973 from Unity-Technologies/debug-menu-fix
NPE fix in the debug menu
7 年前
Evgenii Golubev
3ad3c7d7
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline
7 年前
Thomas
eb35bb1d
NPE fix
7 年前
GitHub
e315e2a7
Merge pull request #972 from EvgeniiG/improve_sss
Improve the quality of Disney SSS
7 年前
GitHub
4ce28f8a
Merge pull request #970 from Unity-Technologies/debug-menu-refactor
Debug menu refactor
7 年前
Thomas
f2dca11e
Changed the way DebugUpdater is intantiated to make it more reliable
7 年前
Thomas
4c9edfad
Skip empty panels in the runtime UI as well
7 年前
Thomas
8a390de1
Skip drawing empty panels
7 年前
Evgenii Golubev
2d48e00b
Merge branch 'master'
7 年前
Thomas
e7a59339
Avoid UInt warp at runtime
7 年前
GitHub
9ee2f5a0
Merge pull request #971 from Unity-Technologies/Remove-data
Move all TestBedPipeline and SmpleScenes to another reposityory (ScriptableRenderPipelineData)
7 年前
Thomas
b3839ff9
Utility method
7 年前
sebastienlagarde
19ef87e6
Move all TestBedPipeline and SmpleScenes to another reposityory (ScriptableRenderPipelineData)
7 年前
Thomas
44dd9f42
Merge branch 'master' into debug-menu-refactor
7 年前
sebastienlagarde
820f9616
Update package version to 0.1.32
7 年前
sebastienlagarde
a7a7812a
HDRenderPipeline: Revert a change on taaFrameIndex to allow package to work with Postprocess
7 年前
GitHub
da440119
Merge pull request #968 from Unity-Technologies/fix-shadergraph-submodule
Fix shader graph submodule
7 年前
GitHub
cb7bd10f
Merge pull request #969 from Unity-Technologies/Update-shadow-param
Update shadow parameter in UI
7 年前
sebastienlagarde
c4fab16a
Update shadow parameter in UI
7 年前
GitHub
b9f9a61e
Fix shader graph submodule
7 年前
Sebastien Lagarde
1209cffe
Bump package version
7 年前
GitHub
b878dd91
Merge pull request #967 from Unity-Technologies/improve-resources--management
Improve resources management
7 年前
Robert Srinivasiah
5832d26b
Fix pre-existing comment typos
Shit happens
7 年前
Sebastien Lagarde
6fa0e210
Update render pipeline asset
7 年前
Robert Srinivasiah
3c4e8108
Discard accidental usage of FrameSettings argument
I missed that I could use m_FrameSettings, like a dummy
7 年前
Sebastien Lagarde
0f30f74a
Do lazy evaluation for ReflectionProbePreview material
7 年前
Robert Srinivasiah
b106666f
Stereo-ize screen-space AABBs generation (AABBBoundsBuffer)
In order to stereo-ize this job, the following work was needed:
* Dispatch twice as many thread groups. Use the GroupID.y to select the eye being processed.
* Submit one set of convex bounds per eye. Two bounds are generated for each light.
* Submit stereo-aware projection matrices, passed in as an array, and indexed with the stereo eye index in the compute shader.
* Output one set of AABBs for each eye.
* Increase size of compute buffers to support the stereo case (WIP)
This was verified with the test suite and manually via RenderDoc.
7 年前
Sebastien Lagarde
4d0b3071
add shadow resource to renderpipeline resource
- Move shadow .shader and .compute from ShaderLibrary to Shadow folder
- Init material and compute throught SahdowAtlasInit
7 年前
Robert Srinivasiah
e4ac194b
Merge remote-tracking branch 'origin/master' into hdrp-xr-lighting
7 年前
Sebastien Lagarde
0c54bec9
Move resources outside of resource folder
- Move all shader/material in Resources folder to CoreResource folder
- Move DisplayShadowMap.Shader out of Resources folder
- Pass needed material to Core function through parameters
- Update reflection system to take RenderPipeline resource into account
7 年前
Paul Melamed
60d9cb71
address some PR comments
7 年前
Robert Srinivasiah
91d96ee3
Start building out stereo matrix arrays for tiled lighting jobs (WIP)
Stereo-ize the projection (and derived) matrices that get used in BuildGPULightListsCommon. This is a partial update for the C# side, no shader updates yet.
Also, append the right eye light cull data (bounds + volumes) to the master light list cull data.
7 年前
Sebastien Lagarde
2f370fd8
Remove undeleted meta
7 年前
Paul Melamed
429be124
Merge branch 'master' into decals/clustered
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
7 年前