sebastienlagarde
|
c8512b23
|
Fix issue with dumb code to load serialize old data
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7 年前 |
sebastienlagarde
|
f358e105
|
Fix issue with Cookie
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7 年前 |
sebastienlagarde
|
87949b64
|
Correction for area light not working with LightType.Area
|
7 年前 |
sebastienlagarde
|
e805946a
|
HDRenderPipeline: Plenty of correction and revert some code from previous draft
We need to have archetype like approach for light. I changed it to a
LightTypeExtent and re-introduced it.
|
7 年前 |
Julien Ignace
|
5c499a91
|
Fixed Deferred shadows for forward opaque by using GetTemporaryRT (to pass automatically the texture to pixel shaders)
|
7 年前 |
sebastienlagarde
|
a9e3612f
|
HDRenderPipeline: More work on light editor
|
7 年前 |
GitHub
|
60b5ff01
|
Merge pull request #397 from Unity-Technologies/fptl-asyncfence-changes
Removed all use of GPUFences if async compute is not in use. Fixed a …
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7 年前 |
Julien Ignace
|
9e3a6300
|
Fixed directional shadow for transparent shaders by adding the right defines.
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7 年前 |
rthompson-unity
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8ce77600
|
Removed all use of GPUFences if async compute is not in use. Fixed a missing command buffer release in PushGlobalParams
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7 年前 |
sebastienlagarde
|
19d8082a
|
First draft of new light editor
|
7 年前 |
Filip Iliescu
|
3a0d938d
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
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7 年前 |
Julien Ignace
|
af05920d
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_DeferredDirShadow
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
# ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/RenderPipelineResources.cs
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7 年前 |
sebastienlagarde
|
b748a6bc
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
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7 年前 |
Filip Iliescu
|
795d7fe8
|
add particle test scene
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7 年前 |
sebastienlagarde
|
8a546726
|
HDRenderPipeline: Update some test material incorrectly flagged as SSS
|
7 年前 |
GitHub
|
cf23ecf8
|
Merge pull request #390 from Unity-Technologies/fptl_async_compute
Added async compute to fptl light list build.
|
7 年前 |
sebastienlagarde
|
44423085
|
HDRenderPipeline: Update pathname that are use for resource creation after the directory have been reorganize
|
7 年前 |
sebastienlagarde
|
402645af
|
HDRenderPipeline: Update a variable name in layered shader UI based on feedback
|
7 年前 |
Julien Ignace
|
d4b9dd15
|
Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting.
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7 年前 |
sebastienlagarde
|
9ae2a6d0
|
HDRenderPipeline: Fix issue with tessellation shadow and camera relative code
The view position matrix calculated by the tessellation code for culling
was in absolute space and not in relative space
|
7 年前 |
Julien Ignace
|
e1c83556
|
Fixed ShadowsTest scene directional light parameters (was MSM instead of PCF)
|
7 年前 |
sebastienlagarde
|
8ff7a532
|
HDRenderPipeline: Fix issue with flickering black screen in scene view
The code in this PR cause flickering in scene view. Don't know the
reasons. Revert for now.
|
7 年前 |
Julien Ignace
|
c7cdfd34
|
Downsized all textures from Fern/Tree assets
|
7 年前 |
Julien Ignace
|
962dabd4
|
Update ShadowsTest scene (made geometry static and added a reflection probe).
|
7 年前 |
Julien Ignace
|
35694075
|
Fix shader compilation issue on PS4
|
7 年前 |
Sebastien Lagarde
|
1641bba9
|
HDRenderPipeline: Fix various warning in csharp and shader
|
7 年前 |
sebastienlagarde
|
d7ae6457
|
HDRenderPipeline: Update minor comment on proxy volume
|
7 年前 |
sebastienlagarde
|
11e5ff03
|
HDRenderPipeline: Fix an issue with proxy volume. Was not working and broken with camera relative
|
7 年前 |
GitHub
|
465a57d0
|
Merge pull request #396 from Unity-Technologies/specular-occlusion
Specular occlusion - draft
|
7 年前 |
sebastienlagarde
|
dffeb424
|
Small fix for extreme value
|
7 年前 |
sebastienlagarde
|
05c7d851
|
Fix issue with last merge + make bent normal work
|
7 年前 |
sebastienlagarde
|
63ce8f11
|
Add missing meta
|
7 年前 |
sebastienlagarde
|
1ec4ca3b
|
Merge remote-tracking branch 'refs/remotes/origin/master' into specular-occlusion
# Conflicts:
# ScriptableRenderPipeline/Core/ShaderLibrary/CommonLighting.hlsl
|
7 年前 |
GitHub
|
f14653df
|
Merge pull request #395 from Unity-Technologies/Add-multibounce-approximation-on-AO-
Add multibounce approximation on ao
|
7 年前 |
sebastienlagarde
|
ed1cd58c
|
Add comment
|
7 年前 |
sebastienlagarde
|
bf01ba3b
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-multibounce-approximation-on-AO-
|
7 年前 |
Evgenii Golubev
|
1bfec348
|
Add ShaderVariables.hlsl to the procedural sky shader
|
7 年前 |
Sebastien Lagarde
|
23bcdad7
|
add support of basic specular occlusion (intersection of cone)
|
7 年前 |
Julien Ignace
|
55bd39cb
|
- Updated ShadowsTest scene with a setup of cameras.
- Split Input Registering code from DebugActionManager and used it to register inputs for FreeCamera
|
7 年前 |
sebastienlagarde
|
93ab200c
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-multibounce-approximation-on-AO-
|
7 年前 |
GitHub
|
77fe7881
|
Merge pull request #394 from Unity-Technologies/bent-normal-and-specular-occlusion
add bent normal support
|
7 年前 |
Sebastien Lagarde
|
22b1a958
|
Merge remote-tracking branch 'refs/remotes/origin/master' into bent-normal-and-specular-occlusion
|
7 年前 |
GitHub
|
dd6ac2f3
|
Merge pull request #393 from Unity-Technologies/Branch_LitAndLayeredImprovements
Branch litandlayeredimprovements
|
7 年前 |
Julien Ignace
|
008bb5f3
|
Layered shader: Moved Material reference UI at the bottom and added the possibility to synchronize everything but the UV related properties of all the layers.
|
7 年前 |
Sebastien Lagarde
|
beedb90d
|
Add support for bent normal on lit and layered shader
Remove horizon fade as it is useless and produce artifact
|
7 年前 |
Julien Ignace
|
d2441929
|
Unlocked UV sets for Layer0 and BlendMask for layered shader.
|
7 年前 |
Sebastien Lagarde
|
f8e4f5df
|
Merge remote-tracking branch 'refs/remotes/origin/master' into bent-normal-and-specular-occlusion
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
|
7 年前 |
Evgenii Golubev
|
bb1bc475
|
Fix camera-relative rendering of the procedural sky
|
7 年前 |
Julien Ignace
|
16b88581
|
Heightmap min/max are now in centimeters
|
7 年前 |
sebastienlagarde
|
c635afcd
|
Add multi bounce approximation on SSAO (Colored AO)
|
7 年前 |