41 次代码提交 (15beba41-fd15-4c4b-8eda-25cf260a72b8)

作者 SHA1 备注 提交日期
Stephane Laroche 3187dab5 New StackLit forward only material: Can serve as a basic template for a new lit material creation with a different lighting code path glued in material.hlsl. 7 年前
Stephane Laroche ad31624f -Add base 2 lobe specular GGX along with inputs and UI. 7 年前
Stephane Laroche e5b6c4fb Implement vertically layered BSDF model with anisotropy. 7 年前
Jean-François F Fortin 059f098f First working version of the UI. 7 年前
Jean-François F Fortin 2d4b30ed Fixed groups, now they stay in the same state as they were when you go back to the material. 7 年前
Jean-François F Fortin 83ab42b8 -Implemented texture parameters UI + shader code. 7 年前
sebastienlagarde 44ad647c Add support for triplanar + handle local/world space 7 年前
sebastienlagarde f0baa14d HDRP: StackLit Triplanar - handling of local and world correctly per attribute 7 年前
Jean-François F Fortin 5777e7c0 Added button to output all shader properties in the debug log. 7 年前
Stephane Laroche e0d326d4 Add coat and anisotropy UI. 7 年前
sebastienlagarde dd45564c Update Stacklit normal map - Add support for triplanar normal map + obj space / tangent space 7 年前
Stephane Laroche ecc9d71b Merge remote-tracking branch 'mainrepo/master' into stacklit 7 年前
Stephane Laroche 6a42ea81 Uniformity, dual lobe material feature keyword. 7 年前
Jean-François F Fortin 6f2a25cc SSS + Transmission 7 年前
sebastienlagarde bac63c51 Add ambient occlusion properties on Stacklit 7 年前
sebastienlagarde f5c025d5 Add support for ambient occlusion on stacklit + misc fix in UI 7 年前
Stephane Laroche 088b48f1 Bug fix (swapped a lobe id somewhere, looks better now), vlayering anisotropic "matching" hack, energy compensation per lobe, debug mode 7 年前
Jean-François F Fortin 9f8080f8 Added SSS (works, untested) and Transmission (untested). 7 年前
sebastienlagarde 2de26e3b Adding various UI for stacklit (iridescence + clean) first draft 7 年前
sebastienlagarde c53df482 Fix various problem + add DielectricIor 7 年前
sebastienlagarde 96a51c41 Minor reodering 7 年前
sebastienlagarde b9939e8b Various fix for coat smoothness of stacklit 7 年前
Stephane Laroche 197757a7 Fix UI bug for anisotropy. 7 年前
Stephane Laroche 39777104 Independent Coat Normal Map: Input management 7 年前
Stephane Laroche 48ae99ff Fix normal map scaling to work properly. 7 年前
Jean-François F Fortin 994a42d3 Added geometric filtering for spec AA. 7 年前
Stephane Laroche ed9250ea Fix vlayering recompute per light option and make it a shader feature for easier testing. 7 年前
Stephane Laroche 7c5c2c6d Expose more config options and make them work with dual normal maps. Streamline more code for BSDF evaluation wrt all config switches. 7 年前
Tim Cooper fafb59af Run code formatter. 7 年前
Sebastien Lagarde fc4da057 Clean UI for specularAA 7 年前
Sebastien Lagarde 079ea329 Add support of Texture filtering (seems to not work yet) 7 年前
sebastienlagarde 55b91556 Replace EmissiveIntesnity by EmissveColor HDR 7 年前
Stephane Laroche 6830f5c5 Added iridescence on the bottom of the stack (needs a bit of work still, had to hack to avoid TIR, dual normal will still cause artefacts because of the fake refraction through the geometric normal. Also to check/fix f0 handling and conversion). 7 年前
Sebastien Lagarde d4c5fff5 HDRP: Add support of detail normal and smoothness to Stacklit 7 年前
Stephane Laroche 6a34e975 StackLit: proper ambient occlusion, specular occlusion and bentnormals 6 年前
Stephane Laroche 12aebb34 StackLit: New base parametrization and dual lobe hazy gloss parametrization. 6 年前
Stephane Laroche 09d96a6f Add a UIBufferedProperty and implement a limiting option for hazy gloss parametrization's output f0 for dielectrics when metallic input is used. 6 年前
Stephane Laroche 8e152582 Add secondary lobe independent anisotropy control (also used for hazeExtent in the hazyGloss parametrization of dual specular lobes) 6 年前
Stephane Laroche 80c5393b Remove a warning. 6 年前
Paul Melamed 26eb1cae add decals to stacklit material 6 年前
Paul Melamed 376207de Address PR comments and fix player build 6 年前