sebastienlagarde
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3f72173b
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Fix issue with wrong blend hierarchy used
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7 年前 |
sebastienlagarde
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e2537ce0
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Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-refraction-cubemap-support
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
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7 年前 |
sebastienlagarde
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5fab912f
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Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Refactor-LightLoop-Glue-Code
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7 年前 |
sebastienlagarde
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c0b5b529
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HDRenderPipeline: Fix issue with accumate light not accumulating correctly
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7 年前 |
sebastienlagarde
|
6c9a5ca6
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Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-refraction-cubemap-support
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7 年前 |
sebastienlagarde
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bc558cb7
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HDRenderPipeline: Rename ImageBasedLighting to IndirectLighting
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7 年前 |
sebastienlagarde
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687e2270
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fix aggregateLighting typo
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7 年前 |
sebastienlagarde
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1d286a5e
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Refactor after feedback of the PR
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7 年前 |
sebastienlagarde
|
a03ef23d
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Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Refactor-LightLoop-Glue-Code
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7 年前 |
Sebastien Lagarde
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c368db5a
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HDRenderPipeline: Add support for light specular color tint
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7 年前 |
Frédéric Vauchelles
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2fb41866
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(wip) Added BC6H fast encode
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7 年前 |
Sebastien Lagarde
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aab7798a
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HDRenderPipeline: Add refraction cubemap support
- Just a draft, don't work correctly
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7 年前 |
Frédéric Vauchelles
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5d435f0e
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Test scene for realtime cubemaps
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7 年前 |
Sebastien Lagarde
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935bfd9b
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HDRenderPipeline: Refactor LightLoop glue code
- add a "Lighting" structure in material that replace LightAccumulator
- use it in all prototype
- Material now apply the weights
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7 年前 |
GitHub
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3ed7e798
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Merge pull request #526 from Unity-Technologies/Refactor-Lit-shader
HDRenderPipeline: Split Lit and LayeredLit data file in several part to make it more readable
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7 年前 |
sebastienlagarde
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4287ed02
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HDRenderPipeline: Split Lit and LayeredLit data file in several part to make it more readable
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7 年前 |
GitHub
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d4f061ad
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Merge pull request #527 from EvgeniiG/Unity-2017.3
Fix small issues with the Disney Diffuse BRDF
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7 年前 |
sebastienlagarde
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bb4add89
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Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into Unity-2017.3
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7 年前 |
GitHub
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081fbb34
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Merge pull request #525 from Unity-Technologies/feature/syncDoubleSidedGI
Automatically sync double sided GI property with material's double si…
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7 年前 |
Frédéric Vauchelles
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55f274a4
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Automatically sync double sided GI property with material's double sided property
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7 年前 |
sebastienlagarde
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e72ce9d4
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HDRenderPipeline: Update label of thickness for SSS
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7 年前 |
sebastienlagarde
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bcd7b928
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HDRenderPipeline: Add debug mode for SSAO/GTAO
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7 年前 |
sebastienlagarde
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37b16373
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HDRenderPipeline: Bind opaqueAtmsophericScattering shader to test resources asset
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7 年前 |
sebastienlagarde
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9e42a42c
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HDRenderPipeline: Add basic specular occlusoin support from Ambient occlusion map
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7 年前 |
sebastienlagarde
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31f51930
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HDRenderPipeline: enabled depth test by default for distortion
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7 年前 |
uygar
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7212f008
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Made casts explicit.
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7 年前 |
Evgenii Golubev
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8d8831aa
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Update the precomputed magnitude table for the Disney Diffuse
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7 年前 |
uygar
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b90724d4
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Added MSAA support to moment based shadowmaps. Also made some optimizations to the blur compute shader.
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7 年前 |
Evgenii Golubev
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2139db69
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Pass the correct parameter to DisneyDiffuse()
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7 年前 |
Sebastien Lagarde
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a7ad2f6d
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HDRenderPipeline: Remove dead code
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7 年前 |
Evgenii Golubev
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a424dd4b
|
Remove an outdated comment
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7 年前 |
Sebastien Lagarde
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bb06e229
|
HDRenderPipeline: Add aspet ratio / angle control for pyramid + add gizmo
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7 年前 |
Evgenii Golubev
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9968e7e6
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Improve the remapping of the FGD texture
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7 年前 |
GitHub
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8e700ec9
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Merge pull request #523 from EvgeniiG/Unity-2017.3
Improve the quality of the FDG texture
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7 年前 |
Evgenii Golubev
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531047c5
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Improve the quality of the FDG texture
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7 年前 |
Evgenii Golubev
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59ae8046
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Pass the correct parameter to DisneyDiffuseNoPI()
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7 年前 |
Felipe Lira
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466a4af2
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Added a vertexLighting input to fragment PBR function. This way we modulate by material diffuse and do not apply ambient occlusion to it.
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7 年前 |
GitHub
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8f4af1c6
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Merge pull request #522 from EvgeniiG/multi_bounce_ggx
Implement energy compensation for metallic GGX
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7 年前 |
Felipe Lira
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9d673bbd
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Added fragment Lambert and BlinnPhong funcitons to add support to trees or other shaders that require non PBS functions.
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7 年前 |
GitHub
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1ceed0fe
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Merge pull request #520 from Unity-Technologies/feature/refractionMask
Renamed opacity mask to transmittance mask
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7 年前 |
Felipe Lira
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e7cc4756
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Converted terrain standard shader to lightweight.
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7 年前 |
GitHub
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9c803cd7
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Update LitDataInternal.hlsl
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7 年前 |
Felipe Lira
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4e6c2856
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Fixed an issue in vertex lighting.
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7 年前 |
GitHub
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10eb1d97
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Update LitData.hlsl
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7 年前 |
Felipe Lira
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28ba8394
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Removed _METALLIC_SETUP dependency. Now if _SPECULAR_SETUP is not defined MetallicSetup is used.
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7 年前 |
Frédéric Vauchelles
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b1d90f15
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Renamed opacity mask to transmittance mask
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7 年前 |
GitHub
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1d75f4f8
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Merge pull request #518 from Unity-Technologies/feature/refractionMask
Refactored refraction mask as opacity mask
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7 年前 |
Felipe Lira
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e97d8b34
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Removed diffuse GI computation from fragment function. When using shader graph, templates must use the helper GI functions to compute diffuse GI.
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7 年前 |
Frédéric Vauchelles
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4ba8f6b9
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Removed useless UI text
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7 年前 |
Frédéric Vauchelles
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6a14200c
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Revert "(wip) refraction box model"
This reverts commit e375685ce235e1bf2ae15920e635204e12f15cd5.
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7 年前 |