Evgenii Golubev
|
20a45ba0
|
Use per-pixel SSS radius scale
|
8 年前 |
Evgenii Golubev
|
62b97260
|
Improve naming
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8 年前 |
Evgenii Golubev
|
f43fbd7c
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
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8 年前 |
Julien Ignace
|
fe794f54
|
- Fixed shadow map debug max slider value with the correct number of visible shadows
- Fixed the shadow debug display shader to use the full screen quad GetVertexPosition method.
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8 年前 |
Julien Ignace
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9410e16d
|
Merge branch 'master' into Branch_DebugShadows
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
|
8 年前 |
Evgenii Golubev
|
517ba2ae
|
Create an asset for the SSS UI
|
8 年前 |
Evgenii Golubev
|
8e286ad5
|
Enable subsurface radius and thickness parameters
|
8 年前 |
Julien Ignace
|
e851ea7f
|
Fixed Debug GUI and "Enable shadow" parameters.
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8 年前 |
Evgenii Golubev
|
e492618c
|
Refactor sampling methods
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8 年前 |
Julien Ignace
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df95d960
|
Merge branch 'master' into Branch_DebugShadows
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
# Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
# Assets/ScriptableRenderLoop/RenderPasses/ShadowRenderPass.cs
|
8 年前 |
Evgenii Golubev
|
5708bc95
|
Rename 'MaterialClass' to 'MaterialID' in the code (not the UI) to avoid confusion
|
8 年前 |
Evgenii Golubev
|
840822e7
|
Make the Van der Corput sequence explicitly one-based
|
8 年前 |
Evgenii Golubev
|
60731810
|
Make improvements based on feedback
|
8 年前 |
Evgenii Golubev
|
5ffa3829
|
Replace tabs with spaces
|
8 年前 |
Evgenii Golubev
|
0ca79425
|
Merge branch 'SSSSS'
|
8 年前 |
Evgenii Golubev
|
3d558256
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
|
8 年前 |
Evgenii Golubev
|
9fc5bc97
|
Fix typos
|
8 年前 |
Evgenii Golubev
|
f2bef29c
|
Add blending support for the tessellation shader
|
8 年前 |
Evgenii Golubev
|
ac23a82e
|
Merge branch 'master' into SSSSS
|
8 年前 |
Evgenii Golubev
|
8be065be
|
Rename .meta files
|
8 年前 |
Sebastien Lagarde
|
8a66d4cd
|
HDRenderPipeline: Fix error "Destroy may not be called from edit mode!."
|
8 年前 |
GitHub
|
aded0eae
|
Merge pull request #122 from Unity-Technologies/refactor-hdloop
Refactor hdloop
|
8 年前 |
Tim Cooper
|
a1e72bda
|
Merge remote-tracking branch 'origin/master' into refactor-hdloop
Conflicts:
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePass.cs
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePassResources.cs
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8 年前 |
sebastienlagarde
|
ee5ea1fd
|
HDrenderPipeline: Unlit update - missing file
|
8 年前 |
GitHub
|
28357983
|
Merge pull request #126 from Unity-Technologies/Update-unlit-shader
HDRenderPipeline: Update unlit shader
|
8 年前 |
sebastienlagarde
|
8a6b2cf1
|
HDRenderPipeline: Update unlit shader
|
8 年前 |
GitHub
|
49a063c5
|
Merge pull request #125 from Unity-Technologies/Fix-shader-warning-+-light-limits-corruption
HDRenderPipeline: Fix shader warning + ligth limits
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8 年前 |
sebastienlagarde
|
48a18cb1
|
HDRenderPipeline: Fix shader warning + ligth limits
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8 年前 |
sebastienlagarde
|
c047eed2
|
HDRenderPipeline: Fix issue when creating a reflectoin probe (was producing a null pointer)
|
8 年前 |
sebastienlagarde
|
e66f24bc
|
HDRenderPipeline: Fix spam of warning message regarding PreRenderLight
|
8 年前 |
sebastienlagarde
|
aaaa267f
|
HDRenderPipeline: Another fix for layered shaders
|
8 年前 |
sebastienlagarde
|
b8002a40
|
HDRenderPipeline: Fix layered material
|
8 年前 |
sebastienlagarde
|
b309c8cb
|
HDRendePipeline: Layered Material tweak again
|
8 年前 |
sebastienlagarde
|
cc4b8c9f
|
HDRenderPipeline: Small tweak for artists on layered material
|
8 年前 |
GitHub
|
f6f27fcb
|
Merge pull request #124 from Unity-Technologies/fix-layered-shader-influence
HDRenderPipeline: Fix few issue with layered shaders
|
8 年前 |
Tim Cooper
|
df3d8efd
|
Fix inspector not resetting the loop
|
8 年前 |
Sebastien Lagarde
|
40d99a5f
|
HDRenderPipeline: Fix few issue with layered shaders
|
8 年前 |
Tim Cooper
|
72689571
|
Pulling tile pass into it's own asset. :)
|
8 年前 |
GitHub
|
1dc6a510
|
Merge pull request #123 from Unity-Technologies/Branch_UpdateGITestScene
Updated GI test scene (added baked versus realtime light)
|
8 年前 |
Tim Cooper
|
d608f760
|
Merge remote-tracking branch 'origin/master' into refactor-hdloop
Conflicts:
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
|
8 年前 |
sebastienlagarde
|
55b83cf2
|
HDRenderPipeline: Second update for artists - layered shader
|
8 年前 |
Tim Cooper
|
b182e9cd
|
fix issue where render would not be recreated.
|
8 年前 |
sebastienlagarde
|
ffb6c390
|
HDRenderPipeline: Update layered material based on artists feedback
|
8 年前 |
Tim Cooper
|
a529e88b
|
Add common / sky settings to HD Inspector
|
8 年前 |
Julien Ignace
|
273ab865
|
Updated GI test scene (added baked versus realtime light)
|
8 年前 |
runes
|
ccfbd936
|
Added UNITY_EDITOR #if's to fix ps4 build
|
8 年前 |
Tim Cooper
|
b999f813
|
fix formatting
|
8 年前 |
sebastienlagarde
|
fe297c77
|
HDRenderPipeline: Fix issue with wrong cluster compute shader use with update to HDPiepilneSetup
|
8 年前 |
Tim Cooper
|
d69bfb33
|
restore local post fx (remove global)
|
8 年前 |
GitHub
|
342f3efc
|
Merge pull request #121 from Unity-Technologies/Add-tiling-paramater-for-layered
Add tiling paramater for layered
|
8 年前 |