Julien Ignace
292b0868
Moved tile debug modes into debug settings (and debug menu).
7 年前
Julien Ignace
5c41dbfb
Correctly Updated BasicProfiling.unity and fixed wrong commit of HDRenderLoopTest.unity
7 年前
Julien Ignace
7b9395ec
Fixed CascadedShadowsTest.unity (for real)
7 年前
Julien Ignace
f5856816
Updated CascadedShadowsTest.unity and BasicProfiling.unity
7 年前
uygar
303965c0
Fixed normal bias leading to light leaking with point shadows.
7 年前
Evgenii Golubev
ed0a6b63
Add comments
7 年前
uygar
31d02d2f
Fixed light leak bias for moment calculations.
7 年前
Evgenii Golubev
f3d8504d
Add the SSS profiling scene
7 年前
sebastienlagarde
3ebe5f84
Fix test framework compilation after latest trunk merge
7 年前
Evgenii Golubev
d4513157
Address PS4 warnings
7 年前
mmikk
a84b633b
fix texture cache when there is a texture update from within the editor.
fix texture cache when there is a texture update from within the editor.
7 年前
Evgenii Golubev
22366909
Rename a variable to avoid a reserved name error on PS4
7 年前
GitHub
af12bde1
Merge pull request #341 from Unity-Technologies/Add-tessellatoin-debug-mode
Add properties debug view mode
7 年前
Evgenii Golubev
8a65f37a
Fix the typo
7 年前
sebastienlagarde
6b6d2b53
Add view mode properties for lightmap, depth offset and per pixel displacement
7 年前
Evgenii Golubev
41ed2b47
Remove the Disney model from the pixel shader
7 年前
sebastienlagarde
0baf8247
Add debug view mode to know which objects have tessellation
7 年前
Evgenii Golubev
98cec915
Port SSS to compute with an LDS texture cache
7 年前
GitHub
ee778ee7
Merge pull request #340 from Unity-Technologies/movecs-fixes
Fixed motion vectors and camera relative rendering
7 年前
Evgenii Golubev
62076a23
Merge branch 'master'
7 年前
Thomas Hourdel
efcdad03
Fixed motion vectors and camera relative rendering
7 年前
sebastienlagarde
d6fb760a
HDRenderPipeline: Fix lighting mode with shaderopaque
7 年前
GitHub
57ab30c0
Merge pull request #339 from Unity-Technologies/taa
Jittered Projection; Temporal Anti-aliasing support; Movecs fixes
7 年前
sebastienlagarde
ac29144b
HDRenderPipeline: Fix issue with Transmission due to padding between compute and shader float array
- Move Thickness remap float array to float4 array to avoid packing
issue between compute path and pixel path
7 年前
Thomas Hourdel
fbdc6add
Merge branch 'master' into taa
7 年前
sebastienlagarde
ac0ad5d8
update Readme
7 年前
GitHub
50bd16e8
Fix HDRP Lit ignoring detail mask for detail normals.
7 年前
Sebastien Lagarde
9bc034e5
HDRenderPipeline: Enable light/material classification and compute light by default
7 年前
GitHub
fbef3912
Merge pull request #338 from Unity-Technologies/Update-material-classification
Update material classification
7 年前
Sebastien Lagarde
a07e9bd1
Change number of variant from 16 to 26
7 年前
Sebastien Lagarde
c25fce5e
update HDRenderPipelineAsset
7 年前
Sebastien Lagarde
eb4be652
HDRenderPipeline Fix last issue
7 年前
sebastienlagarde
9320753e
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-material-classification
7 年前
sebastienlagarde
adeee295
Clean and comment some code
7 年前
Evgenii Golubev
f30f49e7
Port SSS to compute WIP
7 年前
sebastienlagarde
70fcec1d
Refactor hwo specular material is considered: not anymore a materialId
7 年前
Evgenii Golubev
7894e720
Rename SSS stuff for simplicity and consistency
7 年前
sebastienlagarde
42e69f08
Setup wanted variant + add correct decoding code
7 年前
GitHub
099f3c50
Merge pull request #337 from Unity-Technologies/Branch_ImproveAreaLightVGPR
Improved VGPR pressure for Area Light lighting code.
7 年前
Evgenii Golubev
2c8fcff2
Output HTile via a pixel shader
7 年前
sebastienlagarde
6971847c
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-material-classification
7 年前
Thomas Hourdel
db994ece
Added support for jittered projection matrix; Fixed motion vectors
7 年前
Julien Ignace
36db30a0
Improved VGPR pressure for Area Light lighting code.
Actual current max VGPR is still high due to shadow filtering code but the area light peak is fixed.
7 年前
GitHub
47d3a4c8
Merge pull request #336 from Unity-Technologies/Branch_NoTessellateOutsideView
Performance improvement of tessellation wrt shadows
7 年前
Evgenii Golubev
f8020847
Disable the deferred CS and SSS parameter caching
Deferred CS issue: cmd.SetComputeFloatParams() does not correctly set "_ThicknessRemaps".
SSS parameter caching issue: SSS profiles are not correctly deserialized in the Player.
7 年前
sebastienlagarde
65463a5e
HDRenderPipeline: Move material flags to Lit.hlsl as they are related to the defered material
Remove FeatureFlags file and move them to Lit.hlsl as they are related
to the material, so each deferred material can define its own
"optimization" with material classification. also the material know the
cost of light features. + simplify code of gettings material features
7 年前
Thomas Hourdel
8e5b70ac
Updated post-processing submodule to the latest revision
7 年前
runes
075c0e42
Moved GetGlobal* calls outside variant loop
7 年前
Sebastien Lagarde
873c4048
HDRenderPipeline: Add HemiOct packing function
7 年前
Julien Ignace
1d11cee8
During shadow passes, objects outside the main view frustum are now longer tessellated (tessellation factor set to 1.0).
It means that tessellation can pop in shadows when moving the camera but we can't afford to tessellate everything anyway.
7 年前