100 次代码提交 (2fb41866-7b4f-4737-bcbe-061eb371d53c)

作者 SHA1 备注 提交日期
sebastienlagarde 3f72173b Fix issue with wrong blend hierarchy used 7 年前
sebastienlagarde e2537ce0 Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-refraction-cubemap-support 7 年前
sebastienlagarde 5fab912f Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Refactor-LightLoop-Glue-Code 7 年前
sebastienlagarde c0b5b529 HDRenderPipeline: Fix issue with accumate light not accumulating correctly 7 年前
sebastienlagarde 6c9a5ca6 Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-refraction-cubemap-support 7 年前
sebastienlagarde bc558cb7 HDRenderPipeline: Rename ImageBasedLighting to IndirectLighting 7 年前
sebastienlagarde 687e2270 fix aggregateLighting typo 7 年前
sebastienlagarde 1d286a5e Refactor after feedback of the PR 7 年前
sebastienlagarde a03ef23d Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Refactor-LightLoop-Glue-Code 7 年前
Sebastien Lagarde c368db5a HDRenderPipeline: Add support for light specular color tint 7 年前
Frédéric Vauchelles 2fb41866 (wip) Added BC6H fast encode 7 年前
Sebastien Lagarde aab7798a HDRenderPipeline: Add refraction cubemap support 7 年前
Frédéric Vauchelles 5d435f0e Test scene for realtime cubemaps 7 年前
Sebastien Lagarde 935bfd9b HDRenderPipeline: Refactor LightLoop glue code 7 年前
GitHub 3ed7e798 Merge pull request #526 from Unity-Technologies/Refactor-Lit-shader 7 年前
sebastienlagarde 4287ed02 HDRenderPipeline: Split Lit and LayeredLit data file in several part to make it more readable 7 年前
GitHub d4f061ad Merge pull request #527 from EvgeniiG/Unity-2017.3 7 年前
sebastienlagarde bb4add89 Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into Unity-2017.3 7 年前
GitHub 081fbb34 Merge pull request #525 from Unity-Technologies/feature/syncDoubleSidedGI 7 年前
Frédéric Vauchelles 55f274a4 Automatically sync double sided GI property with material's double sided property 7 年前
sebastienlagarde e72ce9d4 HDRenderPipeline: Update label of thickness for SSS 7 年前
sebastienlagarde bcd7b928 HDRenderPipeline: Add debug mode for SSAO/GTAO 7 年前
sebastienlagarde 37b16373 HDRenderPipeline: Bind opaqueAtmsophericScattering shader to test resources asset 7 年前
sebastienlagarde 9e42a42c HDRenderPipeline: Add basic specular occlusoin support from Ambient occlusion map 7 年前
sebastienlagarde 31f51930 HDRenderPipeline: enabled depth test by default for distortion 7 年前
uygar 7212f008 Made casts explicit. 7 年前
Evgenii Golubev 8d8831aa Update the precomputed magnitude table for the Disney Diffuse 7 年前
uygar b90724d4 Added MSAA support to moment based shadowmaps. Also made some optimizations to the blur compute shader. 7 年前
Evgenii Golubev 2139db69 Pass the correct parameter to DisneyDiffuse() 7 年前
Sebastien Lagarde a7ad2f6d HDRenderPipeline: Remove dead code 7 年前
Evgenii Golubev a424dd4b Remove an outdated comment 7 年前
Sebastien Lagarde bb06e229 HDRenderPipeline: Add aspet ratio / angle control for pyramid + add gizmo 7 年前
Evgenii Golubev 9968e7e6 Improve the remapping of the FGD texture 7 年前
GitHub 8e700ec9 Merge pull request #523 from EvgeniiG/Unity-2017.3 7 年前
Evgenii Golubev 531047c5 Improve the quality of the FDG texture 7 年前
Evgenii Golubev 59ae8046 Pass the correct parameter to DisneyDiffuseNoPI() 7 年前
Felipe Lira 466a4af2 Added a vertexLighting input to fragment PBR function. This way we modulate by material diffuse and do not apply ambient occlusion to it. 7 年前
GitHub 8f4af1c6 Merge pull request #522 from EvgeniiG/multi_bounce_ggx 7 年前
Felipe Lira 9d673bbd Added fragment Lambert and BlinnPhong funcitons to add support to trees or other shaders that require non PBS functions. 7 年前
GitHub 1ceed0fe Merge pull request #520 from Unity-Technologies/feature/refractionMask 7 年前
Felipe Lira e7cc4756 Converted terrain standard shader to lightweight. 7 年前
GitHub 9c803cd7 Update LitDataInternal.hlsl 7 年前
Felipe Lira 4e6c2856 Fixed an issue in vertex lighting. 7 年前
GitHub 10eb1d97 Update LitData.hlsl 7 年前
Felipe Lira 28ba8394 Removed _METALLIC_SETUP dependency. Now if _SPECULAR_SETUP is not defined MetallicSetup is used. 7 年前
Frédéric Vauchelles b1d90f15 Renamed opacity mask to transmittance mask 7 年前
GitHub 1d75f4f8 Merge pull request #518 from Unity-Technologies/feature/refractionMask 7 年前
Felipe Lira e97d8b34 Removed diffuse GI computation from fragment function. When using shader graph, templates must use the helper GI functions to compute diffuse GI. 7 年前
Frédéric Vauchelles 4ba8f6b9 Removed useless UI text 7 年前
Frédéric Vauchelles 6a14200c Revert "(wip) refraction box model" 7 年前