sebastienlagarde
ef7a0fea
update readme (Rename loop => pipeline)
8 年前
vlad-andreev
d6229fe7
fix viking village SRP asset + rename it for clarity
8 年前
Sebastien Lagarde
3d98a86c
HDRenderPipeline: Try to connect depth offset
8 年前
Aras Pranckevicius
1b7703c1
Update readme
8 年前
Sebastien Lagarde
985da4d8
BasicRenderPipeline: Update renderloop name to renderpipeline
8 年前
GitHub
554a5c02
Merge pull request #153 from Unity-Technologies/Layered-Lit-Clean-and-update-UI
Layered lit clean and ui update
8 年前
Sebastien Lagarde
68f6880e
HDRenderPipeline: Cleanup GUI for lit and layered lit material
- reorganize attributes
- remove inputs options
- Add SkyBox/Cubemap to the project
8 年前
Sebastien Lagarde
cc2fcd8e
HDRenderPipeline: Move calculation of CreateTangentToWorld to pixel shader
8 年前
Sebastien Lagarde
ab900a3a
HDRenderPipeline: Allow different keyword by layers
- Add keywork normal, specularocclusion, detailmap, mask to layered
shader
- Remove smoothness in alpha option
- Remove code related to detail heightmap
- Remove the restriction on GUI of layered lit layer 1, 2, 3 matching
layer 0
8 年前
GitHub
f67aaaa4
Merge pull request #152 from Unity-Technologies/Rename-ScriptableRenderLoop-folder
Rename scriptableRenderLoop Folder to ScriptableRenderPipeline (Need to update C++)
8 年前
Sebastien Lagarde
a1e0f1e9
Rename scriptableRenderLoop Folder to ScriptableRenderPipeline
- Rename all "loop" name to "pipeline" name for FPTL/Basic/HD
- Update all include in HDRenderPipeline to match C++ #include path that
is Asset/ScriptableRenderPipeline
Caution: This PR require the new C++ code
8 年前
Evgenii Golubev
b6cd7220
Decouple thickness and SSS radius
8 年前
GitHub
94c7ab25
Merge pull request #151 from Unity-Technologies/POM-cleanup
Disable tile object scale when using influence mode on layered shader
8 年前
Evgenii Golubev
02b8a18b
Implement SSS transmittance for punctual and directional lights
8 年前
sebastienlagarde
3056f64f
Merge remote-tracking branch 'refs/remotes/origin/master' into POM-cleanup
8 年前
Evgenii Golubev
1adffb38
Fix a typo
8 年前
sebastienlagarde
77de29eb
HDRenderPipeline: Disable tile scale when using influence mode
8 年前
GitHub
554fdf64
Merge pull request #150 from Unity-Technologies/POM-cleanup
HRenderPipeline: POM code comment/cleanup
8 年前
Evgenii Golubev
750eb7b3
Improve SSS parameter caching
8 年前
sebastienlagarde
34b7b8f2
Merge remote-tracking branch 'refs/remotes/origin/master' into POM-cleanup
8 年前
GitHub
56246180
Merge pull request #149 from Unity-Technologies/Add-object-scale-affect-tiling-support
HDRenderPipeline: Add support for object scale affecting tiling for layered material
8 年前
Evgenii Golubev
fb05108b
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
sebastienlagarde
f3b40a2b
HDRenderPipeline: Add support for object scale affecting tiling for layered material
8 年前
Evgenii Golubev
37c3566f
Update material files with the definition of '_StenclRef'
{ material.SetInt("_StencilRef", x); } relies on serialization. Therefore, if the property is not declared in the *.mat file, attempting to set this property in C# has no effect.
8 年前
GitHub
d7f0af3d
Merge pull request #148 from Unity-Technologies/Separate-blend-mask-UV-mapping
HDRednerPipeline: separate uvmapping for blend mask
8 年前
Evgenii Golubev
a540cea9
Remove the duplicate material ID
8 年前
sebastienlagarde
79986910
HDRednerPipeline: separate uvmapping for blend mask
8 年前
Sebastien Lagarde
f3db7fd8
HDRendePipeline: POM - comment + rename variable
8 年前
Evgenii Golubev
a6f935fc
Use the stencil to avoid shading empty parts of the G-buffer
8 年前
GitHub
ea77b56e
Merge pull request #147 from robertcupisz/master
Add dir shadow near plane offset to CommonSettings
8 年前
Evgenii Golubev
e5974544
Factor out 'halfRcpVariance'
8 年前
Robert Cupisz
bc3905d5
Directional shadow near plane offset was the last dir shadow setting left in quality settings. Reunite with friends.
8 年前
GitHub
59a63dc6
Merge pull request #146 from Unity-Technologies/metal
fix metal pipeline creation error
8 年前
Antti Tapaninen
ec00ad07
fix metal pipeline creation error about "fragment shader color output does not have enough component for the pixel format"
8 年前
mmikk
e8505d17
switch to structured across the board
switch to structured across the board
8 年前
GitHub
17bcd468
Merge pull request #145 from Unity-Technologies/Branch_FixLayeredMetaPass
Fix meta pass for layered shader when it needed the vertex color.
8 年前
Julien Ignace
5b8bfa0c
Fix meta pass for layered shader when it needed the vertex color.
8 年前
GitHub
055563fb
Merge pull request #144 from Unity-Technologies/Branch_CopyDepthPostOpaque
Made a copy of the depth buffer after all opaque so that it can be read during the transparent pass.
8 年前
GitHub
9e9fcce9
Merge pull request #143 from Unity-Technologies/Add-Blend-Mask-Tiling-param
Add blend mask tiling param
8 年前
sebastienlagarde
e6303174
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-Blend-Mask-Tiling-param
8 年前
GitHub
26a09982
Merge pull request #142 from Unity-Technologies/postfx-temp
Added more temporary post-processing effects per request
8 年前
Chman
1d022582
Merge remote-tracking branch 'refs/remotes/origin/master' into postfx-temp
8 年前
sebastienlagarde
66d474dd
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-Blend-Mask-Tiling-param
8 年前
Evgenii Golubev
c13b75bb
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
GitHub
ee6a8dfe
Merge pull request #139 from Unity-Technologies/Branch_DebugLighting
Fixed BakedLighting in debug lighting mode and properly implemented them for forward shaders.
8 年前
GitHub
d0d937c5
Merge pull request #141 from EvgeniiG/master
Use DrawProcedural() for drawing full screen
8 年前
Julien Ignace
d967a950
Made a copy of the depth buffer after all opaque so that it can be read during the transparent pass.
8 年前
GitHub
afd74030
Merge pull request #140 from EvgeniiG/master
Fix build issues of the Unity player
8 年前
sebastienlagarde
096f6f33
HDRenderPipeline: Add BlendMask tiling support
8 年前
Julien Ignace
b21da003
Added Lighting debug passes for Tessellation shaders.
8 年前