Evgenii Golubev
|
55ddce82
|
Fix hard clipping artifacts
|
8 年前 |
Evgenii Golubev
|
6c224d47
|
Merge branch 'master'
|
8 年前 |
Evgenii Golubev
|
2a173afd
|
Avoid a compiler warning
|
8 年前 |
Evgenii Golubev
|
ff7d6139
|
Improve formatting
|
8 年前 |
Evgenii Golubev
|
c430aa46
|
Tweak the area light approximation
|
8 年前 |
Evgenii Golubev
|
091d4389
|
Make sure there is no energy loss when the light is entirely above the horizon
|
8 年前 |
Evgenii Golubev
|
bb60eead
|
Update comments
|
8 年前 |
Evgenii Golubev
|
013ae3a2
|
Clean up and optimize a bit
|
8 年前 |
Evgenii Golubev
|
4cdf5753
|
Implement fake horizon clipping
|
8 年前 |
Evgenii Golubev
|
8fc77bcd
|
Do the simplest thing possible
|
8 年前 |
Evgenii Golubev
|
4b648a68
|
Add full horizon clipping
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8 年前 |
Julien Ignace
|
9e2f0ea8
|
- Cleaned Debugging component (not much left there...)
- Camera Switcher now uses the Debug Menu
|
8 年前 |
Evgenii Golubev
|
7d130a77
|
Remove the case which acos() does not support
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8 年前 |
Julien Ignace
|
25092737
|
Simplified (hopefully) the way we display material and lighting debug modes.
Material/Engine/Attributes/GBuffer are now clearly separated in the UI.
|
8 年前 |
Evgenii Golubev
|
0ecd61d6
|
Save 2 cycles
|
8 年前 |
Julien Ignace
|
4c8c57e2
|
Fixed last commit for game view.
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8 年前 |
Evgenii Golubev
|
2322ea2a
|
Avoid a compiler warning
|
8 年前 |
Julien Ignace
|
9e0e6cb2
|
Force a repaint of scene view when changing a value in the debug menu.
|
8 年前 |
Evgenii Golubev
|
6bf3cfb7
|
Add a numerical fit for DiffuseSphereLightIrradiance()
|
8 年前 |
Julien Ignace
|
5708842d
|
Fixed compilation after merge and small menu layout mistake.
|
8 年前 |
Evgenii Golubev
|
1fdb1555
|
Update comments
|
8 年前 |
Julien Ignace
|
c31d6106
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_DebugMenu
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs
# Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.asset
|
8 年前 |
Evgenii Golubev
|
3b0e865d
|
Fix the Mathematica code
|
8 年前 |
Evgenii Golubev
|
819753de
|
Replace saturate() with a max() to work around a PS4 compiler bug
|
8 年前 |
Evgenii Golubev
|
018f4daf
|
Optimize and add Mathematica notes
|
8 年前 |
Evgenii Golubev
|
58917ffe
|
Eliminate artifacts at the boundary of the area light
|
8 年前 |
Evgenii Golubev
|
97db196f
|
Simplify further
|
8 年前 |
Evgenii Golubev
|
2c75ceb4
|
Use the greater-or-equal comparison (better behaved)
|
8 年前 |
Evgenii Golubev
|
03679129
|
Redefine low thickness to be 2 mm
|
8 年前 |
Evgenii Golubev
|
2cfcae90
|
Fix cookies and shadows not properly affecting transmission
|
8 年前 |
Evgenii Golubev
|
9644d0d6
|
Further optimize DiffuseSphereLightIrradiance()
|
8 年前 |
Evgenii Golubev
|
25a85c71
|
Revert the full horizon occlusion case
|
8 年前 |
Evgenii Golubev
|
524431e8
|
Factor out common code
|
8 年前 |
Evgenii Golubev
|
655339b9
|
Optimize branches a bit
|
8 年前 |
Evgenii Golubev
|
fc190f6e
|
Add a comment regarding low thickness shadowing
|
8 年前 |
Evgenii Golubev
|
75a6f986
|
Save 1 cycle
MAD with 2 intermediate constants on GCN is 2 instructions rather than 1.
|
8 年前 |
Evgenii Golubev
|
9282c42e
|
Make transmission through thin objects account for shadowing
|
8 年前 |
Evgenii Golubev
|
42530415
|
Merge branch 'master'
|
8 年前 |
Evgenii Golubev
|
6122bd58
|
Fix SSS profiles (integers) round tripping through the G-buffer
|
8 年前 |
Evgenii Golubev
|
05b6659e
|
Save 4 cycles in DiffuseSphereLightIrradiance()
|
8 年前 |
Evgenii Golubev
|
52619347
|
Update the HDRenderLoop test scene with the sphere light
|
8 年前 |
Evgenii Golubev
|
db01df22
|
Implement the Frostbite version of sphere area lights
|
8 年前 |
Evgenii Golubev
|
e449b44b
|
Improve code formatting
|
8 年前 |
Evgenii Golubev
|
7cc7dab2
|
Avoid shading pixels behind rectangular lights
|
8 年前 |
Evgenii Golubev
|
6ac1b296
|
Add a minor numerical improvement
|
8 年前 |
Evgenii Golubev
|
08f57027
|
Enable the sphere light approximation
|
8 年前 |
Evgenii Golubev
|
f2996a24
|
Improve numerical robustness of diffuse sphere lighting
|
8 年前 |
Evgenii Golubev
|
7fd989cc
|
Remove the double sided option for area lights
It reduces performance and doesn't trivially extend to the sphere light approximation.
|
8 年前 |
Evgenii Golubev
|
e6e7ecba
|
Factor out DiffuseSphereLightIrradiance()
|
8 年前 |
Evgenii Golubev
|
f9ba5f18
|
Implement small trig optimizations
|
8 年前 |