Evgenii Golubev
2e30e761
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into volumetrics
7 年前
Evgenii Golubev
fc06d6c6
Move V-buffer sampling to AtmosphericScattering.hlsl
7 年前
Evgenii Golubev
78563feb
Merge branch 'master'
7 年前
Evgenii Golubev
2c514fe2
Add volumetric attenuation to box lights
7 年前
Evgenii Golubev
c9aec5fe
Load precomputed light.range
7 年前
Evgenii Golubev
7779e807
Merge branch 'master'
7 年前
Evgenii Golubev
674ea1ba
Optimize box lights
7 年前
Evgenii Golubev
ae685427
Add support for box lights (unoptimized, WIP)
7 年前
Evgenii Golubev
a4ca9f56
Start integration from the near plane to avoid artifacts
7 年前
Evgenii Golubev
11be6841
Fix the double transmittance bug
7 年前
Evgenii Golubev
2d09a867
Add support for pyramid lights
7 年前
Evgenii Golubev
33d14b62
Share the light loop code
7 年前
Evgenii Golubev
c16681df
Merge branch 'master'
7 年前
Evgenii Golubev
e070046d
WIP
7 年前
Evgenii Golubev
20b14f95
Merge branch 'master' of https://github.com/EvgeniiG/ScriptableRenderLoop into volumetrics
7 年前
Evgenii Golubev
ec7af864
Clean up
7 年前
Evgenii Golubev
41170e86
Fix the priority of the volumetric lighting pass
7 年前
Evgenii Golubev
7106bb0a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into volumetrics
7 年前
Evgenii Golubev
189e75df
Re-add sky support to volumetrics
7 年前
Evgenii Golubev
81d62eb8
Merge branch 'master'
7 年前
Evgenii Golubev
8ee2d44f
Merge 'master'
7 年前
GitHub
f87b3274
Save 1x VALU
7 年前
Evgenii Golubev
bb677806
Implement ray-cone intersection
7 年前
Evgenii Golubev
02f7f39d
Update the anti-unrolling hack
7 年前
Evgenii Golubev
7b797ff7
Merge branch 'master'
7 年前
GitHub
129985d3
Start integration at the origin of the ray
7 年前
Evgenii Golubev
fc439d60
Optimize ImportanceSamplePunctualLight() - more work is needed
7 年前
Evgenii Golubev
74cdc355
Clean up
7 年前
Evgenii Golubev
ad15a498
Scalarize
7 年前
GitHub
45f497ea
Merge pull request #593 from Unity-Technologies/LightweightPipeline
Lightweight pipeline
7 年前
Evgenii Golubev
9caf6678
Rename Sqr() to Sq(): SQ = SQuare. SQRT = SQuareRooT
7 年前
Evgenii Golubev
a3165a72
Merge branch 'master'
7 年前
Evgenii Golubev
d4501639
Clean up
7 年前
Evgenii Golubev
00f52eb2
Improve memory management of the VBuffer
7 年前
Evgenii Golubev
77f11acf
Update the test scene
7 年前
Evgenii Golubev
d1c74bcb
Merge branch 'master'
7 年前
Sebastien Lagarde
5a26f7cd
more updated - SSS
7 年前
Sebastien Lagarde
b9964434
remove deleted file in yibing project
7 年前
Sebastien Lagarde
e6100bc1
upate
7 年前
Sebastien Lagarde
c815cbdb
more update
7 年前
Sebastien Lagarde
44175da7
merge
7 年前
Felipe Lira
1531aa64
Renamed/Moved test 037 files to avoid windows path character limit.
7 年前
Sebastien Lagarde
4b16d92b
Reinit Yibing project
7 年前
Sebastien Lagarde
0fd32d15
Revert last wrongly merge in Unity2017.3, should not have been done... (Not all file taken into account, why 2 ???)
7 年前
Sebastien Lagarde
c8d1e411
Revert last wrongly merge in Unity2017.3, should not have been done... (Not all file taken into account, why ???)
7 年前
Sebastien Lagarde
48c698bd
Revert last wrongly merge in Unity2017.3, should not have been done...
7 年前
GitHub
26d799fa
Merge branch 'YibingProject' into Unity-2017.3
7 年前
Felipe Lira
04829cba
Merge branch 'LightweightPipeline' into Unity-2017.3
7 年前
Evgenii Golubev
77d9e596
Remove OptimizeAffineMatrix()
Reason for removal: the function does not affect performance.
The last row of the matrix is only used to compute the W component of the vector resulting from the matrix-vector multiplication.
However, since we don't actually use the W component (we shouldn't...), the compiler doesn't use the last row during the multiplication.
7 年前
Evgenii Golubev
43d373d4
TODO: should we divide by ray segment length?
7 年前