Julien Ignace
30bdceed
- Properly integrated fog for transparent Lit/Unlit materials.
- Added density parameter for exp fog
7 年前
GitHub
1b740960
Merge pull request #462 from Unity-Technologies/sss-refactor
Full SSS refactor
7 年前
Sebastien Lagarde
77bd4a4c
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-Per-Pixel-Scale-Seb
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
7 年前
Evgenii Golubev
0ccbb812
Add a comment
7 年前
Thomas
e7327a7f
HDRenderPipelineInspector cleanup
7 年前
sebastienlagarde
11f38ef4
Use overlay formula for albedo and smoothness detail map
7 年前
Julien Ignace
6f585179
Implemented base of "Atmospheric Scattering" framework.
- AtmosphericScatteringXXX files where definition/editor and shader code of the fog functions are and that are used by any shader where fog is needed (full pass opaque fog, transparent forward materials...)
- Implemented basic linear/exponential fog with Uncharted 4 "Mip Sky" color fetch trick.
7 年前
Sebastien Lagarde
f7913771
ComputePerVertexDisplacement now return a float3
- update GetDisplacementInverseObjectScale name to
GetDisplacementObjectScale
- make change so ComputePerVertexDisplacement return a float3
7 年前
Evgenii Golubev
5c39d899
Remove HeavisideStep() from G_MaskingSmithGGX()
7 年前
Thomas
3d4686f1
Full SSS refactor
7 年前
sebastienlagarde
6d6ac1f7
Change Range of DetailXXXScale parameter
7 年前
Julien Ignace
6b9ad1a2
Ported Legacy Unity procedural sky to HDRP and renamed our ProceduralSky to BlacksmithSky (pending removal)
7 年前
Sebastien Lagarde
a6118c02
fix undo/redo with layeredLit
7 年前
Evgenii Golubev
823896b6
Normalize the Disney Diffuse BRDF for polar viewing angles up to (Pi/4)
7 年前
GitHub
44197a4d
Merge pull request #460 from EvgeniiG/Unity-2017.3
Add support for [-1, 1] anisotropy
7 年前
Sebastien Lagarde
0f381168
Fix issue with InvTilingScale not working with layered
7 年前
sebastienlagarde
956f0a26
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-Per-Pixel-scale
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
7 年前
Evgenii Golubev
c6261e9e
Optimize DisneyDiffuse()
7 年前
GitHub
5f570605
Merge pull request #456 from EvgeniiG/Unity-2017.3
Improve the precision of the tangent vector stored within the G-buffer
7 年前
Evgenii Golubev
8d9edb9e
Use the anisotropy parametrization of Sony Imageworks
7 年前
GitHub
e352f7e8
Merge pull request #459 from Unity-Technologies/Branch_DebugMenuSmallFixes
Renaming and small fixes for Debug Window framework.
7 年前
Evgenii Golubev
f916b05a
Add support for [-1, 1] anisotropy
7 年前
Julien Ignace
664681f9
Renaming and small fixes for Debug Window framework.
7 年前
GitHub
8bc781c8
Merge pull request #458 from Unity-Technologies/feature/transparency
Feature/transparency
7 年前
Evgenii Golubev
18b135d5
Improve the precision of the tangent vector stored within the G-buffer
7 年前
GitHub
6eccc942
Merge pull request #453 from Unity-Technologies/lw-dead-code-removal
LWPipe dead code removal
7 年前
Sebastien Lagarde
e4bc3f52
HDRenderPipeline: LayeredLit - Update ComputePerVertexDisplacement()
- ComputePerVertexDisplacement now do the influence heightmap weight
before the ApplyHeightBlend which is more correct
7 年前
Sebastien Lagarde
30675a6f
HDRenderPipeline: LayeredLit - Remove layerTilingBlendMask parameter and replace it by propoer scale/bias attribute
- Remove layerTilingBlendMask parameter and replace it by propoer
scale/bias attribute from LayerBlendMask texture
- This also fix an issue with wrong tiling apply from layer0 on blend
mask
- Artists will require to report the ex-value of layerTilingBlendMask
to the new scale/bias, this must be done manually
7 年前
Frédéric Vauchelles
7716558d
Use correct sampler for refraction, refactored PerceptualRoughnessToMipmapLevel
7 年前
Frédéric Vauchelles
e2379f0b
Fixed wrong uvs
7 年前
Frédéric Vauchelles
5921acb7
Use LOAD_TEXTURE2D to get depth from depth pyramid, fixed roughness to mip level
7 年前
sebastienlagarde
2bfcb077
Push draft of layered lit work
7 年前
sebastienlagarde
1ba9429f
Minor optimizatoin, precompute inverse TexWorldScale
7 年前
sebastienlagarde
4af92440
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-Per-Pixel-scale
7 年前
sebastienlagarde
af8794d4
Remove object scale from attribute/interpolator of tessellation
7 年前
sebastienlagarde
01855213
Small comment and reformat
7 年前
sebastienlagarde
4c55d7e9
Merge pixel and vertex locak object scale, they are identical and the feature are mutually exclusive
7 年前
GitHub
302ab7d2
Merge pull request #454 from Unity-Technologies/sss-fix
Fixes for Subsurface Scattering
7 年前
sebastienlagarde
5ee5c7a7
Update test scene with recent change
7 年前
Thomas
8bb9da19
Meh, still broken
7 年前
sebastienlagarde
551e98f0
Refactor the UI to have vertex, pixel and tessellation displacement
- This commit will break the data that use displacement
7 年前
Thomas
59225594
Alignment spaces...
7 年前
sebastienlagarde
cb146691
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-Per-Pixel-scale
7 年前
Thomas
90259c55
Fixed cache update issues with SSS
7 年前
Thomas
6a23edcf
Dead code / warning / spaces removal
7 年前
Evgenii Golubev
4b498c82
Initial implementation of stochastic alpha test using TAA
7 年前
sebastienlagarde
fecb7ce9
Merge branch 'Add-Per-Pixel-scale' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into Add-Per-Pixel-scale
7 年前
GitHub
28e0a528
Merge pull request #452 from Unity-Technologies/Distortion-cleanup-and-transparent-depth-pass
Distortion cleanup and transparent depth pass
7 年前
Evgenii Golubev
ea93b8f4
Merge branch 'Add-Per-Pixel-scale' of https://github.com/Unity-Technologies/ScriptableRenderLoop
7 年前
Evgenii Golubev
8d403196
Merge branch 'Add-Per-Pixel-scale' of https://github.com/Unity-Technologies/ScriptableRenderLoop
7 年前