GitHub
1a16747f
Merge pull request #176 from Unity-Technologies/Branch_DebugSkyReflection
Added an option in Lighting debug to display the sky reflection probe cubemap.
8 年前
Julien Ignace
d11b8e6e
Added an option in Lighting debug to display the sky reflection probe cubemap.
8 年前
GitHub
bbd02192
Merge pull request #175 from Unity-Technologies/Change-to-32x32-clustered-tile
HDRenderPipeline: Change from 16x16 to 32x32 tile size for clustered
8 年前
sebastienlagarde
20a72b30
HDRenderPipeline: Change from 16x16 to 32x32 tile size for clustered
- Shader opaque compute doens't work
- Seems that if we disable clustered for forward, the fallback have some
conflict with tiling (not a use mode as the fallback is just a debug
mode but should not happen).
8 年前
GitHub
f6b723f1
Merge pull request #174 from Unity-Technologies/Branch_DepthBufferCreateFix
Fixed a bug with depth buffer not being properly created when switching scenes.
8 年前
Julien Ignace
455c2c85
Fixed a bug with depth buffer not being properly created when switching scenes.
8 年前
GitHub
5cb0e855
Merge pull request #173 from Unity-Technologies/Branch_CopyDepthTexture
Branch copydepthtexture
8 年前
Antti Tapaninen
9a7ca618
restore shaders
8 年前
GitHub
d54fe697
Merge pull request #172 from Unity-Technologies/Tessellatoin-tile-scale
HDRenderPipeline: Add tessellation tile scale
8 年前
GitHub
8b9da4f7
Merge pull request #171 from Unity-Technologies/Add-depth-offset-in-debug-view
HDrenderPipeline: Add depth offset support in debug view depth mode
8 年前
sebastienlagarde
722aa8b3
HDrenderPipeline: Add depth offset support in debug view depth mode
8 年前
sebastienlagarde
50485164
HDRenderPipeline: Add tessellation tile scale
8 年前
GitHub
b7cd7bb8
Merge pull request #170 from EvgeniiG/master
Fix depth offset for POM
8 年前
Evgenii Golubev
841bef3d
Adopt the convention that the 'depthOffsetVS' is always positive
8 年前
Evgenii Golubev
f1c40192
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
mmikk
2f7181ba
add a comment about possible cluster tile sizes
add a comment about possible cluster tile sizes
8 年前
Evgenii Golubev
7e5f4994
Compute the height for the triplanar POM
8 年前
mmikk
f8fb534f
allow clustered tiled to use 16, 32 or 64 as its tile size
allow clustered tiled to use 16, 32 or 64 as its tile size. Fptl will
remain 16x16 due to its per pixel nature.
8 年前
Evgenii Golubev
ef8b38a6
Move the POM height fix into ParallaxOcclusionMapping()
8 年前
mmikk
a47fa1e5
cube map fixup on devices with no cubemap array support
cube map fixup on devices with no cubemap array support.
Enable vertical clamping on the panorama (but preserve horizontal
repeat) to avoid bleeding from top to bottom and vice versa in the
panorama.
8 年前
Evgenii Golubev
9470df9a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Julien Ignace
88a0cfc2
Reverted wrongly commited test code.
8 年前
sebastienlagarde
5e6f5b8d
HDRenderPipeline: Update HDRednerPipeline.asset
8 年前
Evgenii Golubev
3cc7320b
Update heights of POM materials to match the tessellated versions
8 年前
Julien Ignace
2b3c73fa
Changed the way we handle reading into the bound depth buffer.
- Now Depth buffer is not copied anymore on PS4
- On other platform, depth buffer is used only once and the copy is used as a texture in all shader that need it. Depth Buffer Render Target is no longer changed.
8 年前
GitHub
da56ca63
Merge pull request #169 from Unity-Technologies/Branch_SssSettings
Moved SSS Settings to HDRenderpipeline asset
8 年前
Evgenii Golubev
4dcd086c
Fix depth values produced by POM
8 年前
Julien Ignace
6f47c87f
Moved SSS settings to HDRenderPipeline asset (because it's an engine settings, not per scene).
8 年前
Evgenii Golubev
ae05ac6e
Add a height scaling factor for POM
8 年前
Julien Ignace
3dbbcbeb
Update Cascaded Shadow test with new scene settings.
8 年前
Evgenii Golubev
b7cf77a8
Reduce the scale and add a comment
8 年前
sebastienlagarde
c9e2247b
HDRenderPipeline: Update graphic test for Triplanar with LitMaterial
8 年前
Evgenii Golubev
aee19128
Remove 'positionCS' from 'PositionInputs'
8 年前
GitHub
2b3fa928
Merge pull request #168 from Unity-Technologies/Triplanar-POM
Fix planar/triplanar with normal map + POM Triplanar
8 年前
Sebastien Lagarde
98a462de
HDRenderPipeline: Missing one file
8 年前
Evgenii Golubev
b764b1b3
Implement efficient depth linearization for oblique view frustums
8 年前
Sebastien Lagarde
3f8a200e
HDRenderPipeline: Fix planar and triplanar + triplanar POM
8 年前
Evgenii Golubev
75437908
Merge branch 'Depth-offset' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
GitHub
0732e483
Merge pull request #167 from EvgeniiG/master
Implement the min-max slider for thickness
8 年前
Evgenii Golubev
c74a3040
Rename 'ThicknessMap' to 'ThicknessRemap' to avoid confusion
8 年前
Evgenii Golubev
a5c5f339
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
sebastienlagarde
794210ad
HDRenderPipeline: Fix compil issue with normal map in object space in litMaterial
8 年前
GitHub
fd4b72d5
Merge pull request #166 from Unity-Technologies/normal-surface-gradient
Add Morten's Surface Gradient support
8 年前
Sebastien Lagarde
d252ad49
HDRenderPipeline: Fix issue with SurfaceGradient + update flip/mirror normal
8 年前
Sebastien Lagarde
a3352be4
HDRenderLoop: Fix compile with Surface Gradient
- The looks seems not correct
8 年前
Sebastien Lagarde
3aa763f2
HDRenderPipeline: Make last surface gradient change - code ready to test
- Update generation of tangent basis for surface gradient, next step,
test the code
- Update GI test scene material
8 年前
Sebastien Lagarde
59b48449
HDRenderPipeline: Missing two change
8 年前
Sebastien Lagarde
0365d4e5
HDRenderPipeline: Change LayerUV to UVMapping + add keyword MAPPING_PLANAR
- added _LAYER_MAPPING_PLANAR0 keyword
- Planar mapping is now a shader feature
- Move all SampleLayer to to ShaderLibrary and rename LayerUV to
UVMapping
- Create an enum UVMappingType instead of using isPlanar / is Triplanar
- Move double/mirror sided function to materialUtilities
- Update a lot of materials in test scene
8 年前
Sebastien Lagarde
01072951
HDRenderPipeline: Another pass on adding surface gradient code
- miss the init of vT1/Vb1 etc...
8 年前
Sebastien Lagarde
f1b63cc8
HDRenderPipeline: Some rename and cleanup + add few surface gradient define case
Apply WorldToTangent name even with surface gradient
8 年前