Evgenii Golubev
|
7cabcadf
|
Use DrawProcedural() for drawing full screen
|
8 年前 |
Evgenii Golubev
|
ed2dfbc7
|
Fix build issues of the Unity player
|
8 年前 |
Evgenii Golubev
|
5bc9c921
|
Avoid incorrectly shading the skybox region
|
8 年前 |
Evgenii Golubev
|
538bf3b2
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
|
8 年前 |
Evgenii Golubev
|
0d77adff
|
Implement faster (achromatic) bilateral weighting
|
8 年前 |
Evgenii Golubev
|
1de4ebd0
|
Use more efficient parameter clamping
|
8 年前 |
Evgenii Golubev
|
580ddd97
|
Perform runtime weight normalization
|
8 年前 |
Evgenii Golubev
|
5c69bd3c
|
Fix bilateral weighting
|
8 年前 |
Julien Ignace
|
60dd6c48
|
Implemented lighting debug in the shader.
|
8 年前 |
Evgenii Golubev
|
00ba8344
|
Remove the bilateral scale and store RGB (1 / (2 * WeightedVariance))
|
8 年前 |
runes
|
3b9f1e7d
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
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8 年前 |
Julien Ignace
|
0da32ed1
|
Merge branch 'master' into Branch_DebugLighting
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
# Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
|
8 年前 |
Evgenii Golubev
|
d4418247
|
Change the default values of the subsurface radius and thickness
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8 年前 |
Evgenii Golubev
|
be01c5e2
|
Perform proper bilateral filtering
|
8 年前 |
Evgenii Golubev
|
fb6b5b98
|
Replace 'new' with 'CreateInstance'
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8 年前 |
Julien Ignace
|
506c1212
|
Merge branch 'master' into Branch_DebugShadows
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
|
8 年前 |
Evgenii Golubev
|
05f1871c
|
Fix additive blending in the deferred shader
|
8 年前 |
Evgenii Golubev
|
3c0d55d7
|
Disable blending during the first SSS pass
|
8 年前 |
Evgenii Golubev
|
cc117c57
|
Change the defaults values of thickness and the SSS radius
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8 年前 |
Evgenii Golubev
|
b3db0917
|
Allow for multiple SSS profiles
|
8 年前 |
Evgenii Golubev
|
20a45ba0
|
Use per-pixel SSS radius scale
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8 年前 |
Julien Ignace
|
62fe15a4
|
Refactored current debug structures to be consistent with how Shadow Debug worked and correctly split Settings and Debug Parameters
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8 年前 |
Evgenii Golubev
|
62b97260
|
Improve naming
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8 年前 |
Julien Ignace
|
aab6d427
|
- Fixed last directional cascade to not be fully shadowed.
- Renamed Shadow Debug to Lightinig Debug and added GUI for Diffuse/Specular lighting debug.
|
8 年前 |
Evgenii Golubev
|
f43fbd7c
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
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8 年前 |
Julien Ignace
|
fe794f54
|
- Fixed shadow map debug max slider value with the correct number of visible shadows
- Fixed the shadow debug display shader to use the full screen quad GetVertexPosition method.
|
8 年前 |
Julien Ignace
|
9410e16d
|
Merge branch 'master' into Branch_DebugShadows
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
|
8 年前 |
Evgenii Golubev
|
517ba2ae
|
Create an asset for the SSS UI
|
8 年前 |
Evgenii Golubev
|
8e286ad5
|
Enable subsurface radius and thickness parameters
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8 年前 |
Julien Ignace
|
e851ea7f
|
Fixed Debug GUI and "Enable shadow" parameters.
|
8 年前 |
Evgenii Golubev
|
e492618c
|
Refactor sampling methods
|
8 年前 |
Julien Ignace
|
df95d960
|
Merge branch 'master' into Branch_DebugShadows
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
# Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
# Assets/ScriptableRenderLoop/RenderPasses/ShadowRenderPass.cs
|
8 年前 |
Evgenii Golubev
|
5708bc95
|
Rename 'MaterialClass' to 'MaterialID' in the code (not the UI) to avoid confusion
|
8 年前 |
Evgenii Golubev
|
840822e7
|
Make the Van der Corput sequence explicitly one-based
|
8 年前 |
Evgenii Golubev
|
60731810
|
Make improvements based on feedback
|
8 年前 |
Evgenii Golubev
|
5ffa3829
|
Replace tabs with spaces
|
8 年前 |
Evgenii Golubev
|
0ca79425
|
Merge branch 'SSSSS'
|
8 年前 |
Evgenii Golubev
|
3d558256
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
|
8 年前 |
Evgenii Golubev
|
9fc5bc97
|
Fix typos
|
8 年前 |
Evgenii Golubev
|
f2bef29c
|
Add blending support for the tessellation shader
|
8 年前 |
Evgenii Golubev
|
ac23a82e
|
Merge branch 'master' into SSSSS
|
8 年前 |
Evgenii Golubev
|
8be065be
|
Rename .meta files
|
8 年前 |
runes
|
b3d622c9
|
added dependency to skybox shader (ps4 fix)
|
8 年前 |
Sebastien Lagarde
|
8a66d4cd
|
HDRenderPipeline: Fix error "Destroy may not be called from edit mode!."
|
8 年前 |
GitHub
|
aded0eae
|
Merge pull request #122 from Unity-Technologies/refactor-hdloop
Refactor hdloop
|
8 年前 |
Tim Cooper
|
a1e72bda
|
Merge remote-tracking branch 'origin/master' into refactor-hdloop
Conflicts:
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePass.cs
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePassResources.cs
|
8 年前 |
sebastienlagarde
|
ee5ea1fd
|
HDrenderPipeline: Unlit update - missing file
|
8 年前 |
GitHub
|
28357983
|
Merge pull request #126 from Unity-Technologies/Update-unlit-shader
HDRenderPipeline: Update unlit shader
|
8 年前 |
sebastienlagarde
|
8a6b2cf1
|
HDRenderPipeline: Update unlit shader
|
8 年前 |
GitHub
|
49a063c5
|
Merge pull request #125 from Unity-Technologies/Fix-shader-warning-+-light-limits-corruption
HDRenderPipeline: Fix shader warning + ligth limits
|
8 年前 |