Julien Ignace
1e8876bf
Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_FogAndProceduralSky
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs
# ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl
7 年前
GitHub
32bdbbfa
Merge pull request #485 from Unity-Technologies/msvo
Added multi-scale volumetric obscurance support (from postfx v2)
7 年前
Thomas
e90e9c52
Post-processing submodule update
7 年前
Thomas
14bce4b3
Added support for direct lighting strength to MSVO
7 年前
Thomas
83fb54f8
Merge branch 'Unity-2017.3' into msvo
7 年前
Remy
ee389158
Start conversion of the graphic test scene from LTRP to HDRP
7 年前
GitHub
9cacf651
Merge branch 'master' into Unity-2017.3
7 年前
GitHub
fa099da4
Merge pull request #481 from Unity-Technologies/Fix-forwardOnly-unlit
Rewrite forwardOnly management
7 年前
Sebastien Lagarde
bd84a419
Correct wrong define used in test + fix issue with transparent keyword not reset
7 年前
Sebastien Lagarde
98d141a7
Missing one file
7 年前
Sebastien Lagarde
6dd42b8c
Update forward only mechanism
Before we have ForwardOpaqueOnly and ForwardOpaqueDepthOnly and they
were required to be both present at the same time in sahder with regular
pass. Now pass are exclusive:
Guidelines: In deferred by default there is no opaque in forward.
However it is possible to force an opaque material to render in
forward
by using the pass "ForwardOnly". In this case the .shader should
not have "Forward" but only a "ForwardOnly" pass.
It must also have a
"DepthForwardOnly" and no "DepthOnly" pass as forward material (either
deferred or forward only rendering) have always a depth pass.
7 年前
Sebastien Lagarde
fc851786
Add proper configuration of unlit.shader to render with new depth test
7 年前
GitHub
dec47209
Merge pull request #479 from Unity-Technologies/revert-478-lightlists
Revert "Lightlists"
7 年前
GitHub
8efa8732
Revert "Lightlists"
7 年前
GitHub
2aaf18a7
Merge pull request #478 from Unity-Technologies/lightlists
Lightlists
7 年前
sebastienlagarde
7ca6c7d6
HDRenderPipeline: Fix RessourceAssetTest and update detail texture formula
7 年前
GitHub
95f1f3a0
Merge pull request #474 from Unity-Technologies/feature/distortion
Feature/distortion
7 年前
Frédéric Vauchelles
19a6004a
Check for out of bounds uv in ApplyDistortion
7 年前
Frédéric Vauchelles
396f2c8c
Removed unused code
7 年前
Frédéric Vauchelles
e8af5b56
Removed useless code
7 年前
Frédéric Vauchelles
600d1ebf
Updated test scene material
7 年前
Frédéric Vauchelles
7c7d937f
Updated UI text
7 年前
Frédéric Vauchelles
7d4ce9e6
Use CeilToInt to process texture borders when its size is not a power of 8
7 年前
Frédéric Vauchelles
c84fe71e
Updated test scene
7 年前
Frédéric Vauchelles
00943f50
Updated test scene
7 年前
Frédéric Vauchelles
c38d4aba
Use a distortion mask to discard pixels instead of depth
7 年前
Frédéric Vauchelles
5a06a16e
Update test scene
7 年前
Frédéric Vauchelles
5cf7b5ab
Added remapping for distortion blur
7 年前
Frédéric Vauchelles
9b91c67c
Updated test scene for distortion
7 年前
Frédéric Vauchelles
9bf881d7
Write depth in distortion pass and ztest to discard pixel in front of distorted object
7 年前
Frédéric Vauchelles
67e5ae1f
Updated test scene for distortion
7 年前
Frédéric Vauchelles
8706747e
Removed incorrect depth rejection related code
7 年前
Frédéric Vauchelles
ba8dc625
(wip) Use depth to discard pixels in front of distortion object
7 年前
Frédéric Vauchelles
acca5c71
Use a multiply blend mode instead of stencil to control distortion
7 年前
Frédéric Vauchelles
6a403ad7
Updated test shader for distortion
7 年前
Frédéric Vauchelles
88544dd5
Added distortion on ulit shader
7 年前
Thomas
3a53b044
MSVO integration
Don't forget to update the postfx submodule!
7 年前
Frédéric Vauchelles
e533651d
Added a nullify option for distortion, based on stencil buffer usage
7 年前
sebastienlagarde
46cd94e9
HDRenderPipeline: Fix issue with detail albedo using float instead of float3
7 年前
Evgenii Golubev
cf57d1d5
Use the distribution of visible normals for runtime IBL prefiltering
7 年前
Frédéric Vauchelles
315455b3
(wip) distortion rejection with stencil buffer
7 年前
sebastienlagarde
22664053
HDRenderPipeline: fix missing _LinkDetailsWithBase attribute on Layered shader
7 年前
Evgenii Golubev
c2352249
Reformulate the cubemap IBL term
7 年前
Frédéric Vauchelles
e95e8e4e
Fixed: use signed integer for distortion
7 年前
GitHub
546f51ff
Merge pull request #473 from Unity-Technologies/feature/transparency2
Feature/transparency2
7 年前
Evgenii Golubev
594d4513
Fix IntegrateSpecularGGXIBLRef() for the standard GGX
7 年前
Frédéric Vauchelles
fcadaafc
Added distortion masking
7 年前
Frédéric Vauchelles
8fa33755
Use correct sampler for refraction, refactored PerceptualRoughnessToMipmapLevel
7 年前
Evgenii Golubev
dde5d9bb
Rename and add comments for clarity
7 年前
Frédéric Vauchelles
e9e9db20
Don't reject distortion on z when applying
7 年前