Antoine Lelievre
8120bd8f
Cleanup code and inconsistencies
7 年前
GitHub
87f274e1
Merge pull request #1553 from Unity-Technologies/metal-fixes
metal fixes
7 年前
Antoine Lelievre
2ac4614c
Reverted LightLoop to the original version
7 年前
Antoine Lelievre
c8a540d3
Fixed contact shadows on transparent objects
7 年前
Antti Tapaninen
a06f1055
update release notes
7 年前
Felipe Lira
a712bd10
updated release notes
7 年前
Antoine Lelievre
74cc8ad5
Removed UI hint code
7 年前
Antoine Lelievre
2d02821b
Fix for contact shadows with volumetric lighting
7 年前
Antti Tapaninen
f26f22f9
workaround metal/amd regression since 2018.1, investigation still in progress
7 年前
Felipe Lira
f1650b8c
Fixed PS4 compiler error.
7 年前
Antoine Lelievre
9d62831c
Removed UI code for PR
7 年前
Antoine Lelievre
31628624
Updated changelog
7 年前
Antti Tapaninen
11ad0670
fix mojoshader preprocessor issue
7 年前
Felipe Lira
d345bff0
Disabling temporarily MSAA with Texture2dArray to fix rendering in VR multiview and single pass instanced
7 年前
Antoine Lelievre
f53d652d
Added a field to control sampleCount in the inspector
7 年前
Antoine Lelievre
38287b48
Fixed contact shadows with light transmission
7 年前
Felipe Lira
875f9b2c
updated lw release notes formatting.
7 年前
Antoine Lelievre
3072fc83
PCSS is now working
7 年前
Antoine Lelievre
f8468529
Removed contact shadows on light transmission
7 年前
GitHub
33e0aa28
Merge pull request #1545 from Unity-Technologies/lw/shadow-optimization-v2
Lw/shadow optimization v2
7 年前
Antoine Lelievre
447b05b3
Raw PCSS import from DREAM-2018.2 project
7 年前
sebastienlagarde
2fce5809
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline
7 年前
GitHub
b1cc4f3e
Merge pull request #1543 from Unity-Technologies/DominantLightContactShadow
Contact Shadows for the dominant punctual light
7 年前
Antoine Lelievre
e1facabb
Add contact shadows for punctual lights
7 年前
sebastienlagarde
55e4d1aa
Merge branch 'master' into DominantLightContactShadow
7 年前
Antoine Lelievre
78777de4
Added somne descriptive comments
7 年前
Antoine Lelievre
9472ac2a
Merge branch 'DominantLightContactShadow' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into DominantLightContactShadow
7 年前
Antoine Lelievre
8dd060c6
Small syntax fixes
7 年前
Antoine Lelievre
5cc49b0c
Changing flie DeferredDirectionalShadow to ScreenSpaceShadow
7 年前
Antoine Lelievre
544a96c4
Better dominant light detection algorithm
7 年前
sebastienlagarde
33638690
Core: Add mini profiler for easier CPU perf control
7 年前
Antoine Lelievre
222bd438
Removed useless kernel
7 年前
Felipe Lira
6fec7479
Pushed missing camera component.
7 年前
Antoine Lelievre
99094901
Refacto for better code integration
7 年前
GitHub
ed505754
Merge pull request #1539 from Unity-Technologies/lw/camera-additional-data
Lw/camera additional data
7 年前
GitHub
d4992b3f
Merge branch 'master' into lw/camera-additional-data
7 年前
Antoine Lelievre
41d30d20
Contact shadows works with point light and spot lights (in addition to directional)
7 年前
GitHub
8fbd1282
Merge pull request #1536 from Unity-Technologies/lw/lw-pipeline-asset-inspector
LW pipeline asset inspector UI
7 年前
Felipe Lira
f8cd72cb
updated release notes
7 年前
Antoine Lelievre
a756ab16
Added a kernel for contact shadows
7 年前
sebastienlagarde
c52d88dc
Remove obsolete graphic test directory
7 年前
Felipe Lira
d25a90be
Updated changelog and fixed comment.
7 年前
Antoine Lelievre
eb6fe2c5
Added a bool for contact shadows in lights
7 年前
sebastienlagarde
d6b05c66
Remove GraphicTest obsolete directory
7 年前
Felipe Lira
3458bbc5
Updated release notes
7 年前
Martin Thorzen
8dc1c1be
Adding test scene for Shader Graphs.
This first Scene is for all teh Maths nodes
7 年前
GitHub
633d0ad9
Merge pull request #1544 from Unity-Technologies/HDRP-Tests
Hdrp tests
7 年前
Remy
409f30cb
Merge branch 'master' into HDRP-Tests
# Conflicts:
# .gitattributes
# com.unity.testframework.graphics/Runtime/GraphicsTestSettings.cs
7 年前
Felipe Lira
0e5f015e
Few shadow optimizations:
- Removed indexing from non cascade path
- Avoid homogeneous coordinate division when in orthographic projection
- Removed 7x7 tent filtering that was used in PC and cascades. That's too much as when doing cascades we resolve into screenscape shadow and do bilinear filter.
7 年前
Tim Cooper
148bf580
Start adding shader graph test framework
7 年前