Felipe Lira
70a6735a
Small change to camera inspector to only display forward rendering path,
7 年前
Felipe Lira
ed1d3a8f
Merge branch 'Unity-2017.3' into LightweightPipeline
7 年前
Felipe Lira
645aa670
Fixed missing material reference in test 11.
7 年前
Felipe Lira
e4ffdd2d
Merge branch 'Unity-2017.3' into LightweightPipeline
7 年前
Julien Ignace
b4a35f1f
Probe Cache: Fixed conversion shader to use the proper mip when input texture was not the right size.
7 年前
Julien Ignace
faa9bda2
- ConvertTexture is now properly called from the CommandBuffer and not Graphics in the Texture Cache
- Fixed probe convolution to not happen when rendering realtime probes.
- Fixed Sky Environment update to happen at the beginning of the frame (so during reflection probe updates if any) to avoid visual lag in reflections.
7 年前
Julien Ignace
8b37cbb5
Reflection Probe Cache: Handled input of the wrong size/format with an additional conversion step.
7 年前
Julien Ignace
1a5590ab
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into feature/realtimeCubemap
# Conflicts:
# TestbedPipelines/OnTileDeferredPipeline/OnTileDeferredRenderPipeline.cs
7 年前
Julien Ignace
ae40eca7
Missing files
7 年前
Julien Ignace
f901ecbc
Realtime Reflection Probes WIP: Implemented Specific Reflection Probe cache and do the GGX convolution on GPU for every probes.
7 年前
Julien Ignace
11c1d9a8
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into feature/realtimeCubemap
7 年前
Felipe Lira
4655c92c
Fixed crash in pipeline startup due to missing resources. Removed fog computation from inner fragment shading loop.
7 年前
Felipe Lira
c7738b32
Added a depth prepass for cases when MSAA is enabled and we don't have texture2DMS to resolved depth.
7 年前
Felipe Lira
57fd61c7
Disabled postprocessing and softparticles for VR. Depends on robs PR. Fixed postprocessing beforetransparent effects.
7 年前
Felipe Lira
f61a71e0
Split resourse setup for Mono and Stereo.
7 年前
Felipe Lira
e3ae9976
Fixed issue that was causing point lights to not be shaded when only 1 light was visible.
7 年前
Felipe Lira
5266236e
Added camera inspector for lightweight pipeline.
7 年前
Felipe Lira
9687b9e9
Small cleanup in lighteditor.
7 年前
Felipe Lira
23ae75d9
pushing deleted meta folders.
7 年前
Felipe Lira
457ae515
Removed editor scripts to root editor folder.
7 年前
Felipe Lira
4c947d69
Create custom light inspector for lightweight pipeline.
7 年前
Paul Melamed
0be6b369
started the decal branch
7 年前
Felipe Lira
8c9baae9
Fixed points lights that were wrongfully lit when additional pixels lights were zero.
7 年前
Felipe Lira
ee5a618b
Added code to make BeforeTransparent postfx work. We need a way to check when the effect is enabled to properly make it work.
7 年前
Andre McGrail
8b5b9ea5
Added test 041_Lighting_BasicArea for area light
7 年前
Andre McGrail
2978ddd1
Fixed test 040_UpgradeScene FBX import options
7 年前
Andre McGrail
67918a7b
Added 040_UpgradeScene test, this is essentially Nightmare converted to LWpipe
Added touch support for the LWpipeSwitcher script
7 年前
Felipe Lira
e8bd18b1
Removed attenuation texture from project.
7 年前
Felipe Lira
dc533887
Fixed light sorting popping. Changed the way main light is computed. It can only be a directional light or a light that casts shadow.
7 年前
Felipe Lira
9ac0c202
fixed bug in vertex light count
7 年前
Felipe Lira
35a2a905
Fixed bug in vertex lighting caused by casting due to typo.
7 年前
sebastienlagarde
3f72173b
Fix issue with wrong blend hierarchy used
7 年前
Andre McGrail
50cc3b9d
Added debugging scene for PBR shader and lighting
7 年前
sebastienlagarde
e2537ce0
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-refraction-cubemap-support
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
7 年前
Felipe Lira
ac7847d3
Fixed type in SPECULAR_SETUP keyword
7 年前
sebastienlagarde
5fab912f
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Refactor-LightLoop-Glue-Code
7 年前
Felipe Lira
8f6a326d
Removed Attenuation texture dependency due to precision issues with an alpha8. Optimized attenuation function to use 1 MAD instruction for the smooth factor.
7 年前
sebastienlagarde
c0b5b529
HDRenderPipeline: Fix issue with accumate light not accumulating correctly
7 年前
sebastienlagarde
6c9a5ca6
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-refraction-cubemap-support
7 年前
Andre McGrail
4970e7fa
Added debugging scene for specular issue
7 年前
sebastienlagarde
bc558cb7
HDRenderPipeline: Rename ImageBasedLighting to IndirectLighting
7 年前
Andre McGrail
c06a72c0
Tweaks to existing tests
Setup both particle tests(29 & 37) to work in the edit mode test
7 年前
Frédéric Vauchelles
862ddcdd
Updated tests
7 年前
sebastienlagarde
687e2270
fix aggregateLighting typo
7 年前
Andre McGrail
2e3bce5f
Switched terrain scene over to the Lightweight shader
Added meta files
7 年前
Frédéric Vauchelles
a1b6f2fd
Restored basic BC6H compression
7 年前
sebastienlagarde
1d286a5e
Refactor after feedback of the PR
7 年前
Felipe Lira
c06f7217
Added support to bumpmap scale.
7 年前
Frédéric Vauchelles
317de042
Use the texture count instead of hash to detect runtime updates for textures
7 年前
sebastienlagarde
a03ef23d
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Refactor-LightLoop-Glue-Code
7 年前