GitHub
|
cd218826
|
Merge pull request #1376 from Unity-Technologies/sg/hdsubshaders
HD Master Node Support
|
7 年前 |
GitHub
|
b0de4212
|
Merge pull request #1372 from Unity-Technologies/lw/fix-nested-camera-rendering
Add code to prevent nested camera rendering.
|
7 年前 |
Matt Dean
|
26a4b39a
|
HD subshaders branch rebuild
|
7 年前 |
Felipe Lira
|
506d7954
|
Add code to prevent nested camera rendering.
|
7 年前 |
Felipe Lira
|
3160d4ad
|
Fixed DepthCopy shader. Disabled depth resolve on VR until we can properly figure out how to resolve texture2DMS in stereo.
|
7 年前 |
Sebastien Lagarde
|
265dfd2e
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline
|
7 年前 |
GitHub
|
321f6700
|
Merge pull request #1367 from Unity-Technologies/lw/dynamic-batching
Added support to DynamicBatching. It's enabled by default and can be…
|
7 年前 |
sebastienlagarde
|
ad39683b
|
update changelog
|
7 年前 |
GitHub
|
dc326439
|
Merge pull request #1375 from Unity-Technologies/Add-scene-selection-pass-to-HDRP
Add scene selection pass to HDRP
|
7 年前 |
Sebastien Lagarde
|
dfa41c1f
|
Update Changlog HDRP
|
7 年前 |
Felipe Lira
|
a55f3bfe
|
Added support to DynamicBatching. It's enabled by default and can be changed in the pipeline asset. Created RenderingData to hold all other data containers.
|
7 年前 |
sebastienlagarde
|
8d684e8b
|
Fix issue with shadow mask + small optim
|
7 年前 |
GitHub
|
69346a17
|
Merge pull request #1369 from Unity-Technologies/switch-support-reversed-z
Define REVERSE_ZBUF for Switch platform (Revisited)
|
7 年前 |
GitHub
|
19d1506c
|
Merge pull request #1337 from Unity-Technologies/lw/api-refactor-v1
Lw/api refactor v1
|
7 年前 |
sebastienlagarde
|
30443854
|
Add support of per light shadow mask control
Add support of per light shadow mask control
|
7 年前 |
GitHub
|
faac9fcb
|
Merge pull request #1373 from Unity-Technologies/stacklit
Stacklit
|
7 年前 |
Felipe Lira
|
f48ba219
|
Added null check on CreateEngineMaterial
|
7 年前 |
Alex Lian
|
3be7d580
|
Merge remote-tracking branch 'origin/master' into build/automation
|
7 年前 |
GitHub
|
7b42e0f2
|
Merge pull request #1371 from EvgeniiG/master
Fix banding issues caused by high intensity volumetric lighting
|
7 年前 |
Felipe Lira
|
1a4378d1
|
PostProcess stack will handle cases where src = dest are same and a single effect is on stack.
|
7 年前 |
Evgenii Golubev
|
4883e8dc
|
Update the HDRP changelog
|
7 年前 |
Alex Lian
|
f5654663
|
Fix gitmodule references
|
7 年前 |
GitHub
|
92542c54
|
Merge pull request #1354 from Unity-Technologies/sg/fix-error-float-value-to-string
Fix float value to string error
|
7 年前 |
Felipe Lira
|
4e3fad68
|
Fixed copyDepth pass.
|
7 年前 |
Evgenii Golubev
|
1f059c6b
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline
|
7 年前 |
Alex Lian
|
5dd074d3
|
Move shadergraph
|
7 年前 |
sebastienlagarde
|
d01c66f4
|
Update Changelog
|
7 年前 |
Felipe Lira
|
4dcb7214
|
Added camera HDR setup
|
7 年前 |
GitHub
|
ae1dff05
|
Merge pull request #1358 from Unity-Technologies/sg/vertex-modification
Vertex Modification
|
7 年前 |
Felipe Lira
|
c13ab97d
|
fixed Final pass blit
|
7 年前 |
Matt Dean
|
c43790f0
|
Fixes for PR
|
7 年前 |
Martin Thorzen
|
7688ce53
|
Updated with the PR feedback
|
7 年前 |
Sebastien Lagarde
|
2ca0621d
|
Add scene selection pass to HDRP
For lit, lit tessellation, unlit, layeredLit, LayereLitTessellation
|
7 年前 |
Sebastien Lagarde
|
ab065fbb
|
Define REVERSE_ZBUF for Switch platform (Revisited)
|
7 年前 |
Felipe Lira
|
63a6fe03
|
Merge branch 'LWRP' into lw/api-refactor-v1
# Conflicts:
# ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
|
7 年前 |
Matt Dean
|
0546ae13
|
Fix template issues
|
7 年前 |
Frédéric Vauchelles
|
d5c1a104
|
Added toggle to raymarch behind objects
several stability fixes
|
7 年前 |
Frédéric Vauchelles
|
493c1fac
|
Added temporal filtering for HiZ
|
7 年前 |
Frédéric Vauchelles
|
58fc6522
|
Use proper coordinates when sampling color pyramid
Added a pixel offset when returning hit result from HiZ
|
7 年前 |
Frédéric Vauchelles
|
96917261
|
Fixed game view debug for SSRT
|
7 年前 |
Frédéric Vauchelles
|
6f23a811
|
Jitter ray origin to add noise instead of banding when raymarching
|
7 年前 |
Frédéric Vauchelles
|
d228ca21
|
Added utility to debug in game view SSR
|
7 年前 |
Frédéric Vauchelles
|
c64d8d8a
|
Limiting mip level when raymarching near screen borders
|
7 年前 |
Evgenii Golubev
|
ebb293eb
|
Temporarily disable tone mapping of volumetrics to avoid banding artifacts
|
7 年前 |
Yao Xiaoling
|
fc9758a0
|
Add EnableHeightBlending property to instruct unity to not to use heightmaps.
|
7 年前 |
Yao Xiaoling
|
b6cb6283
|
Revert unnecessary changes.
|
7 年前 |
Yao Xiaoling
|
5b75827c
|
Added terrain height based blending.
|
7 年前 |
Alex Lian
|
b80e61ac
|
Move assets for test projects
|
7 年前 |
Matt Dean
|
42b09806
|
Add first pass Texture2DArray and Texture3D support
|
7 年前 |
Alex Lian
|
b28e6241
|
Initial reorg
Re-org for cleanliness and start of test projects
|
7 年前 |