5037 次代码提交 (0d688467-3fc9-4ead-b48c-e91791661537)

作者 SHA1 备注 提交日期
Evgenii Golubev 8e2d18df Fix the sample count bug 7 年前
GitHub dc047614 Merge pull request #950 from Unity-Technologies/fix-asmdef-unsafe 7 年前
Remy 0ac4d650 Make the tests more sensitive (tile average comparison instead of full image average). 7 年前
Evgenii Golubev d8fdbbec Implement random rotations of the SSS kernel 7 年前
GitHub 52afac50 Merge pull request #948 from Groovounet/fog-bug 7 年前
Evgenii Golubev 0220b716 Fix OrientedBBox.Create() 7 年前
Remy d56ea57d Merge remote-tracking branch 'origin/master' into HDRP_GraphicTests 7 年前
Peter Bay Bastian fc78e5ae Update asmdef files to work with changes to assembly definition files wrt unsafe code 7 年前
GitHub f618fcd9 Merge pull request #944 from Unity-Technologies/support-iridescence 7 年前
Evgenii Golubev e768893e Merge branch 'master' 7 年前
GitHub 9c4fcdf9 Update comment 7 年前
GitHub 3318531c Make the transmission tint an HDR color 7 年前
GitHub 055e0a51 Merge pull request #943 from Unity-Technologies/LW-FixLightMaps 7 年前
sebastienlagarde 44c4a197 Merge remote-tracking branch 'refs/remotes/origin/master' into support-iridescence 7 年前
GitHub ce027b15 Merge pull request #947 from Unity-Technologies/Improve-forward-opaque-pass 7 年前
sebastienlagarde 5f14b489 Update all materials with Last PR 7 年前
GitHub bbd2c5ef Merge pull request #946 from Unity-Technologies/Improve-forward-opaque-pass 7 年前
Sebastien Lagarde fe80ebe2 Added comment 7 年前
sebastienlagarde 2a275564 Fix issue with material script 7 年前
Sebastien Lagarde 2ad2a458 Update IOR to be a mask map 7 年前
sebastienlagarde 04c59bb1 Fix script to update all materials 7 年前
Sebastien Lagarde eabec798 Add full fresnel dieletric 7 年前
sebastienlagarde 2522428b Better default test 7 年前
Christophe Riccio 312c6ba6 Fixed fog with OpenGL/ES APIs 7 年前
Sebastien Lagarde ec9e36c7 Fix typo 7 年前
Robert Srinivasiah f603164d Add stereo support to the light loop resolution-dependent buffers 7 年前
sebastienlagarde 176338dd Merge remote-tracking branch 'refs/remotes/origin/master' into Improve-forward-opaque-pass 7 年前
GitHub f31e3dc9 Merge pull request #945 from Unity-Technologies/fix/RemoveAnimatedFadeGroups 7 年前
Sebastien Lagarde dae7599d Remove modification on convertSurfaceDataToBSDFData and EncodeToGBuffer 7 年前
Robert Srinivasiah 64e65354 Fix post-merge issues with new Frustum struct 7 年前
sebastienlagarde 94301889 Move EnableMotionVectorForVertexAnimation to baseUnlit + remove motion vector from unlit.shader 7 年前
Frédéric Vauchelles 3367a6e0 Removed animated fade groups 7 年前
Sebastien Lagarde a60a0d5a Merge remote-tracking branch 'refs/remotes/origin/master' into support-iridescence 7 年前
Robert Srinivasiah 7427bb14 Merge remote-tracking branch 'origin/master' into hdrp-xr-lighting 7 年前
Remy fa829be3 Merge remote-tracking branch 'origin/master' into HDRP_GraphicTests 7 年前
sebastienlagarde e7850ca7 Update UI 7 年前
GitHub c0ac82ff Merge pull request #942 from Unity-Technologies/Update-image-template-graphic-test 7 年前
Remy ab4675c0 Unified all variants of standard shader in one converter. 7 年前
sebastienlagarde 8a1d7457 Forward pass now control its depth test. Optimization with clip and depth prepass is only for Lit/layeredLit shader 7 年前
Sebastien Lagarde 3def69c5 HDRenderPipeline: Update image template graphic test (doublesided mode and BakeMixed) 7 年前
Remy 73141567 Merge remote-tracking branch 'origin/master' into MaterialUpgrader_Upgrade 7 年前
sebastienlagarde 2bc6907f Merge remote-tracking branch 'refs/remotes/origin/master' into Improve-forward-opaque-pass 7 年前
GitHub dc676759 Merge pull request #940 from EvgeniiG/fix_sss_radius_bug 7 年前
Paul Melamed a9485cff more PR cleanup 7 年前
GitHub 0b78e56a Update Menu location of Homogeneous Density Volume 7 年前
Paul Melamed 67ffc876 PR cleanup 7 年前
GitHub 884cfab3 Add comment and check for SHADER_TARGET_AVAILABLE 7 年前
uygar 1c570293 Added macro to control usage of clip space depth biasing. 7 年前
Paul Melamed 8f62c9e6 shader ID refactoring and changed from List<> to [] for some decal data structures to speed up performance 7 年前
Evgenii Golubev 1f7761a4 Use ShouldOutputSplitLighting() for material abstraction 7 年前