GitHub
4656dcdb
Merge pull request #919 from Unity-Technologies/Update-SSS-and-transmisison-UI
Update sss and transmisison ui
7 年前
Alex Lian
17629e50
Modify copy step for Windows
Windows is failing for copying a tree. Try direct copying
7 年前
sebastienlagarde
10283087
Fix issue
7 年前
Alex Lian
d42b1a70
Merge remote-tracking branch 'origin/build/automation' into build/editor-test-fix
7 年前
sebastienlagarde
2a18503e
First draft of SSS and Transmisison UI
7 年前
Alex Lian
badac7dc
Fix up build automation of editor tests
Get editor tests running by passing through all needed files
7 年前
sebastienlagarde
8c774475
HDRenderPipeline: Move htile for material classification before async compute.
7 年前
Alex Lian
7c8bb752
Remove references to testbed pipeline from tests
Reference to undesired set of files wanted in general tests removed.
7 年前
GitHub
0b6f97bc
Merge pull request #910 from Unity-Technologies/hdrp-rth-fixes
Misc HDRP RTHandle fixes
7 年前
Alex Lian
cc9b78f0
Remove test pulling in TestbedPipelines
Tests were reaching across to TestbedPipelines
7 年前
GitHub
2c2b8b4d
Merge pull request #916 from Unity-Technologies/Branch_RemovedLayeredHeightOffset
Removed redundant(and broken) layered specific height offset.
7 年前
uygar
ae42e524
Split shadow matrix into separate components to selectively load per face data for point lights to improve register usage.
7 年前
GitHub
cc8d918e
Merge pull request #917 from Unity-Technologies/metal
metal
7 年前
uygar
34eeceb3
Moved slice into a separate float to avoid unnecessary casting in the shader.
7 年前
Antti Tapaninen
ded3a54d
use fastopt with metal, avoid MTLCompilerService sandbox process crash
7 年前
uygar
8e8b647f
Added register optimized path to the tent 5x5 filter.
7 年前
Antti Tapaninen
86d7f373
add build.py.meta
7 年前
sebastienlagarde
b1b2e631
Merge remote-tracking branch 'refs/remotes/origin/master' into shadows-biasing
7 年前
Remy
fa8d58d8
Material upgrader working quite fine now :)
7 年前
GitHub
b156a735
Merge pull request #915 from Unity-Technologies/Update-UI-to-not-show-not-used-parameter
Dont' show emissive mapping or detail mappin if not needed
7 年前
sebastienlagarde
e50aba46
Dont' show emissive mapping or detail mappin if not needed
7 年前
Remy
0fe67279
Upgrade material upgrader
7 年前
sebastienlagarde
bf5a866e
HDRenderPipeline: Missing file for Debug view space normal
7 年前
GitHub
2d823db6
Merge pull request #914 from Unity-Technologies/Add-normal-in-view-space-debug-mode
Change code generation to allow multiple debug case for the same field. allow debug view normal
7 年前
sebastienlagarde
9801577c
Change code generation to allow multiple debug case for the same field. allow debug view normal
7 年前
sebastienlagarde
a8ee2b7d
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline
7 年前
Alex Lian
58f8b7ca
Remove test pulling in TestbedPipelines
Tests were reaching across to TestbedPipelines
7 年前
GitHub
2be72ae4
Merge pull request #913 from Unity-Technologies/Branch_NoGBufferInForward
Don't allocate GBuffer in forward only mode.
7 年前
sebastienlagarde
587a0856
HDRenderPipeline: Update HDRenderLoopTest scene
7 年前
Robert Srinivasiah
6c1cbcf3
Remove unused bits in GPUCopyAsset
The generated CS and compute files have some bits removed.
7 年前
GitHub
00a6351a
Add a compile-time switch between the full and the empty VolumetricLighting.compute shader
7 年前
Robert Srinivasiah
57fee59f
Source proper XR render texture size
When single-pass stereo rendering is enabled, we need to source the physical texture size from XRSettings.eyeTextureDesc.
TODO: Still need to handle Texture Arrays and VRTextureUsage appropriately, but that's another PR.
7 年前
GitHub
a2aa6eba
Merge pull request #912 from Unity-Technologies/Branch_FixRTHandleDisableDecal
Fixed HDRP when decal are disabled (issue caused by RTHandle PR)
7 年前
Julien Ignace
e1d35dae
Don't allocate GBuffer in forward only mode.
7 年前
Robert Srinivasiah
c057c34f
Fix typo in GetMaxWidth (formerly GetMaxWith)
7 年前
GitHub
e29b69df
Merge pull request #903 from Unity-Technologies/build/automation
Build/automation
7 年前
Julien Ignace
a3e234fe
Bind an empty UAV when decal are disabled to avoid crash on PS4
7 年前
Robert Srinivasiah
23861037
Disable bindTextureMS for non-MSAA textures
For most pieces of RT state, if we need to create a non-MSAA RT, we can just copy over the state bits from the MSAA RT. However, we shouldn't be turning on bindTextureMS on a 1x texture. Unity somehow allows this creation, but then this leads to binding errors in the ShaderLab code.
7 年前
GitHub
5d05ff3e
Merge pull request #911 from Unity-Technologies/HDRP_GraphicTests
Changed the popup dialog
7 年前
Remy
b2bd555b
Changed the popup dialog : called once fort the first test run in a session, and can be changed from the menu "Internal/GraphicTest Tools/Set Tests Pipelines"
7 年前
Julien Ignace
5749cc0f
Fixed HDRP when decal are disabled (issue caused by RTHandle PR)
7 年前
Robert Srinivasiah
695f1e55
For MSAA-enabled RTHandles, don't overwrite original enableRandomWrite
We need to retain the original value for enableRandomWrite instead of just overriding it if MSAA is enabled.
Currently, we take different internal paths if MSAA is enabled. In the situations that MSAA is not enabled, but MSAA was originally requested, we want to make sure enableRandomWrite can be set on the non-MSAA RT.
Before this change, if MSAA was supported via the RenderPipelineSettings, but not currently enabled by the FrameSettings, the non-MSAA RT was being created without enableRandomWrite, which lead to the RT not being compatible with the passes expecting a UAV.
7 年前
GitHub
14257e27
Merge pull request #909 from Unity-Technologies/debug-display-as-multicompile
Debug display is now a multi compile option
7 年前
sebastienlagarde
3d4d194e
Debug display is now a multi compile option
7 年前
GitHub
ada2f050
Merge pull request #908 from Unity-Technologies/HDRP_GraphicTests
Hdrp graphic tests
7 年前
GitHub
a6688080
Merge pull request #878 from Unity-Technologies/Branch_RTRefactoring
Refactoring of HDRP render texture usage using RTHandles
7 年前
Julien Ignace
bcdb94ce
Added comment
7 年前
Julien Ignace
c67546c5
Fixed pyramid debug visualization.
7 年前
Julien Ignace
c81b04cf
Gaussian/Depth pyramids now allocate buffers with next power of two size (to account for platforms where NPOT RenderTexture Mips are not supported yet)
7 年前
Evgenii Golubev
0c573a4a
Rename "HomogeneousMediumVolume" to "HomogeneousDensityVolume"
7 年前