Antti Tapaninen
|
cbf11282
|
add Hidden/CubeToPano to always included shaders
|
8 年前 |
sebastienlagarde
|
cf6dab8e
|
HDRenderPipeline: Disable (not implemented) IES lights to save one slot on PS4 (until PS4 is fix)
|
8 年前 |
GitHub
|
2998dd35
|
Merge pull request #104 from Unity-Technologies/Add-ParallaxOcclusionMapping
Add parallax occlusion mapping (near working version)
|
8 年前 |
sebastienlagarde
|
69e1e4fa
|
HDRenderPipeline: Version that work but have a tiling bug. Push for julien
|
8 年前 |
Evgenii Golubev
|
212f861f
|
Use a new workaround for Utilities.DrawFullscreen()
|
8 年前 |
sebastienlagarde
|
b82ad07d
|
HDRenderPipeline: Push compiling code
|
8 年前 |
Evgenii Golubev
|
2bfdeef3
|
Output diffuse lighting into a separate render target
|
8 年前 |
sebastienlagarde
|
5a9cce71
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-ParallaxOcclusionMapping
|
8 年前 |
GitHub
|
fe3b2295
|
Merge pull request #103 from EvgeniiG/master
Fix sky rendering bugs
|
8 年前 |
Evgenii Golubev
|
d5c68fe1
|
Implement DrawFullscreen() with MRT support
|
8 年前 |
Evgenii Golubev
|
ddbfc573
|
Fix sky rendering bugs
|
8 年前 |
Tim Cooper
|
c3449ff8
|
[HDLoop] Use scene singleton pattern for skysettings and common settings. The idea is that when a scene is activated we look to see if there are any override settings in that scene; if so we apply them. If there are no override settings we just do the default.
|
8 年前 |
Evgenii Golubev
|
020f5c12
|
Implement the full screen triangle shader
|
8 年前 |
Evgenii Golubev
|
ddd20ccc
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
|
8 年前 |
Tim Cooper
|
aa75277c
|
[refactoring] HDLoop to do nice allocate / deallocate based on instantiation of loop instances.
|
8 年前 |
Evgenii Golubev
|
34c8c87d
|
Make RenderTextures explicitly linear
|
8 年前 |
sebastienlagarde
|
937ba3f0
|
HDRenderPipeline: Missing file for POM
|
8 年前 |
vlad-andreev
|
b75103b5
|
minor cleanup
|
8 年前 |
Evgenii Golubev
|
48d1ab44
|
Remove depth bits from RenderTargets which do not need them
|
8 年前 |
sebastienlagarde
|
b59196ee
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-ParallaxOcclusionMapping
|
8 年前 |
vlad-andreev
|
fac34a7d
|
fix dumb
|
8 年前 |
Evgenii Golubev
|
94575da4
|
Remove the redundant 'GGX' from function names
|
8 年前 |
sebastienlagarde
|
34ba21bb
|
HDRenderPipeline: Push draft for adding POM
|
8 年前 |
vlad-andreev
|
367260ce
|
various changes to the HD renderloop to match the preview camera changes
|
8 年前 |
Evgenii Golubev
|
6d6d3082
|
Rename 'IblGgx' to 'GgxIbl' for consistency
|
8 年前 |
sebastienlagarde
|
d055406d
|
HDRenderPipeline: Draft to work at home
|
8 年前 |
GitHub
|
d23fdad9
|
Merge pull request #102 from Unity-Technologies/Branch_fix-ps4-hdrenderloop
Branch fix ps4 hdrenderloop
|
8 年前 |
Julien Ignace
|
c83f3d4a
|
Merge branch 'master' into Branch_fix-ps4-hdrenderloop
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/Unlit.shader
# Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader
# Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader
# Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/Resources/GGXConvolve.shader
|
8 年前 |
Evgenii Golubev
|
5f09345a
|
Rename to 'iblGgxSamples' to 'ggxIblSamples'
For consistency.
|
8 年前 |
GitHub
|
b03bf46b
|
Merge pull request #100 from EvgeniiG/master
Precompute IBL samples on GPU
|
8 年前 |
GitHub
|
9b15b029
|
Merge pull request #101 from Unity-Technologies/Fix-for-two-sided-tessellation
HDRenderPipeline: Fix tessellation issue with double sided
|
8 年前 |
sebastienlagarde
|
e447e133
|
HDRenderPipeline: Fix tessellation issue with double sided
|
8 年前 |
Sebastien Lagarde
|
5460dd7b
|
HDRenderPipeline: Add worldViewFrustrum cull to tesselation
|
8 年前 |
Evgenii Golubev
|
65c98c8d
|
Factor out the GGX filtering code
|
8 年前 |
Evgenii Golubev
|
846d4f8d
|
Precompute IBL samples on GPU
|
8 年前 |
Evgenii Golubev
|
8a25c51c
|
Precompute IBL light sample directions
|
8 年前 |
Julien Ignace
|
47800dae
|
Fixed a number of issues on PS4
- Some shaders not compiled for PS4
- Shaders testing depth when no depth buffer were bound (which works fine on DX11)
|
8 年前 |
Peter Bay Bastian
|
ab990b62
|
TypeMapper and ScriptableObjectFactory
Only used in AbstractGraphInspector for now
|
8 年前 |
joce
|
4702ac61
|
Updated graphs
Signed-off-by: joce <joce@unity3d.com>
|
8 年前 |
joce
|
2a1b5b99
|
TypeMapper => GraphTypeMapper
Signed-off-by: joce <joce@unity3d.com>
|
8 年前 |
joce
|
c5baafe7
|
Integrate latest GraphView
Signed-off-by: joce <joce@unity3d.com>
|
8 年前 |
joce
|
7ab5cea2
|
Update shader graphs (placement was broken)
Signed-off-by: joce <joce@unity3d.com>
|
8 年前 |
joce
|
cfc167d9
|
TypeMapper now derives from BaseDataMapper
Signed-off-by: joce <joce@unity3d.com>
|
8 年前 |
joce
|
134a3007
|
Update to latest GraphView
Signed-off-by: joce <joce@unity3d.com>
|
8 年前 |
joce
|
3e485a48
|
DrawData be gone
Signed-off-by: joce <joce@unity3d.com>
|
8 年前 |
Sebastien Lagarde
|
b86ceaec
|
HDRenderPipeline: Minor comment adjustement on tessellation factor
|
8 年前 |
GitHub
|
9a72bdd8
|
Merge pull request #99 from Unity-Technologies/Improve-tessellation-efficiency
HDRenderPipeline: Add distance and screen adapation + backface culling
|
8 年前 |
Sebastien Lagarde
|
f4f59ad1
|
HDRenderPipeline: Add distance and screen adapation + backface culling
miss frustrum culling
|
8 年前 |
GitHub
|
531082c1
|
Merge pull request #98 from Unity-Technologies/Vertex-interpolator-and-tesselation-improvement
Change Vertex / attributes / Interpolator management
|
8 年前 |
Sebastien Lagarde
|
66bb5e08
|
HDRenderPipeline: Fix last issue - all working!
|
8 年前 |