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
Basically, use the 'screen' size for the tile gen, and then double if stereo exists
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
Removed animated fade groups
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
Bonus: I don't need to pass Camera into my stereo HDCamera state override function
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
# Conflicts:
# ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1202_Lit_DoubleSideNormalMode.unity.png
7 年前
sebastienlagarde
e7850ca7
Update UI
7 年前
GitHub
c0ac82ff
Merge pull request #942 from Unity-Technologies/Update-image-template-graphic-test
HDRenderPipeline: Update image template graphic test (doublesided mode and BakeMixed)
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
Fix SSS radius bug (+ misc changes)
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.
Disabled clip space depth biasing for HDRP.
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
GitHub
ee1e6968
Merge pull request #941 from Unity-Technologies/LW-ScreenSpaceShadows
Lw screen space shadows
7 年前
uygar
17e2992e
Inserted pragma to reduce register pressure.
7 年前
Paul Melamed
382f92e6
Some refactoring and cleanup of how decal draw data gets prepared
7 年前
Evgenii Golubev
2bf107d2
Rename to follow convention
7 年前
Julien Ignace
959a4078
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
7 年前
uygar
f35513eb
Removed cascade clamping in shader again. Internally there's a hardcoded 10 texel guardband around a cascade which seems to be good enough for now.
7 年前
Paul Melamed
ab906785
intemediate commit
7 年前
Evgenii Golubev
d5cf2b48
Merge branch 'master' of https://github.com/EvgeniiG/ScriptableRenderLoop into fix_sss_radius_bug
7 年前
GitHub
fd6b2f42
Merge pull request #939 from Unity-Technologies/feature/MergeSSRefractionAndSSReflection
Merging SSRefraction and SSReflection functions
7 年前
sebastienlagarde
a450e83a
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-physical-Light-unit-2
7 年前
uygar
b3808fd1
Rewrote sample bias computation to reduce register pressure.
Added new guard to 5x5 filter computation, as in certain combinations it can increase register pressure.
7 年前
Paul Melamed
db42063a
clustered decal refactor
7 年前
Evgenii Golubev
070349c8
Merge branch 'master'
7 年前
Frédéric Vauchelles
3c9e76d4
Merging SSRefraction and SSReflection functions
7 年前
sebastienlagarde
faa305c5
HDRenderPipeline: Move code
7 年前
uygar
c9b42ea6
Added cam relative offset to inverse of shadow matrix.
7 年前
Paul Melamed
75b17fab
Merge branch 'master' into decals/clustered
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/Decal.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DecalUtilities.hlsl
7 年前
GitHub
2d1ee48c
Merge pull request #938 from Unity-Technologies/Enable-correct-globalIllumination
HDRenderPipeline: Fix issue with global illumination (now it match mitsuba)
7 年前
uygar
775d3f32
Optimized cascade selection code to reduce register usage.
Added additional texture size parameter to tent filters to avoid rcp calculations using up registers.
Removed unused scale parameter from directional light payloads.
7 年前