GitHub
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32b2a51e
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Merge pull request #107 from Unity-Technologies/Add-POM-and-Tesselation-Test-Level
fix pom issue
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8 年前 |
Evgenii Golubev
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4cf1213b
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Implement the pass combining specular with diffuse and SSS
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8 年前 |
Antti Tapaninen
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65e1c7e7
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workaround hlsl bytecode/metal output issue that only triggered on iOS
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8 年前 |
sebastienlagarde
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d3d2750f
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HDRenderPipeline: Small fix that cause POM to be tiled
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8 年前 |
Evgenii Golubev
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8b521e10
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Merge branch 'master' into SSSSS
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8 年前 |
Antti Tapaninen
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81f3ecea
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increase precision to full floats for _CameraDepthTexture
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8 年前 |
sebastienlagarde
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c91d56dd
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Merge remote-tracking branch 'refs/remotes/origin/master' into Add-POM-and-Tesselation-Test-Level
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8 年前 |
GitHub
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4ed323aa
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Merge pull request #105 from Unity-Technologies/Add-POM-and-Tesselation-Test-Level
Add pom and tesselation test level
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8 年前 |
Antti Tapaninen
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3b4a5fb9
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update submodule revision
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8 年前 |
sebastienlagarde
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d7a39bc6
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HDRenderPipeline: Add tessellation test
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8 年前 |
Antti Tapaninen
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f97d3a10
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tweak project settings for metal
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8 年前 |
sebastienlagarde
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613a80ee
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HDRenderPipeline; Add Pom test level
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8 年前 |
Julien Ignace
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4ce76493
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Added V2 of height base blend + inherit from base layer albedo option.
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8 年前 |
Antti Tapaninen
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cbf11282
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add Hidden/CubeToPano to always included shaders
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8 年前 |
sebastienlagarde
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cf6dab8e
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HDRenderPipeline: Disable (not implemented) IES lights to save one slot on PS4 (until PS4 is fix)
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8 年前 |
GitHub
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2998dd35
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Merge pull request #104 from Unity-Technologies/Add-ParallaxOcclusionMapping
Add parallax occlusion mapping (near working version)
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8 年前 |
sebastienlagarde
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69e1e4fa
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HDRenderPipeline: Version that work but have a tiling bug. Push for julien
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8 年前 |
Evgenii Golubev
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212f861f
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Use a new workaround for Utilities.DrawFullscreen()
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8 年前 |
sebastienlagarde
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b82ad07d
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HDRenderPipeline: Push compiling code
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8 年前 |
Evgenii Golubev
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2bfdeef3
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Output diffuse lighting into a separate render target
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8 年前 |
sebastienlagarde
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5a9cce71
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Merge remote-tracking branch 'refs/remotes/origin/master' into Add-ParallaxOcclusionMapping
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8 年前 |
GitHub
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fe3b2295
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Merge pull request #103 from EvgeniiG/master
Fix sky rendering bugs
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8 年前 |
Evgenii Golubev
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d5c68fe1
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Implement DrawFullscreen() with MRT support
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8 年前 |
Evgenii Golubev
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ddbfc573
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Fix sky rendering bugs
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8 年前 |
Tim Cooper
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c3449ff8
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[HDLoop] Use scene singleton pattern for skysettings and common settings. The idea is that when a scene is activated we look to see if there are any override settings in that scene; if so we apply them. If there are no override settings we just do the default.
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8 年前 |
Evgenii Golubev
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020f5c12
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Implement the full screen triangle shader
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8 年前 |
Evgenii Golubev
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ddd20ccc
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Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
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8 年前 |
Tim Cooper
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aa75277c
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[refactoring] HDLoop to do nice allocate / deallocate based on instantiation of loop instances.
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8 年前 |
Evgenii Golubev
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34c8c87d
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Make RenderTextures explicitly linear
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8 年前 |
sebastienlagarde
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937ba3f0
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HDRenderPipeline: Missing file for POM
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8 年前 |
vlad-andreev
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b75103b5
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minor cleanup
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8 年前 |
Evgenii Golubev
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48d1ab44
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Remove depth bits from RenderTargets which do not need them
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8 年前 |
sebastienlagarde
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b59196ee
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Merge remote-tracking branch 'refs/remotes/origin/master' into Add-ParallaxOcclusionMapping
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8 年前 |
vlad-andreev
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fac34a7d
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fix dumb
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8 年前 |
Evgenii Golubev
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94575da4
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Remove the redundant 'GGX' from function names
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8 年前 |
sebastienlagarde
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34ba21bb
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HDRenderPipeline: Push draft for adding POM
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8 年前 |
vlad-andreev
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367260ce
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various changes to the HD renderloop to match the preview camera changes
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8 年前 |
Evgenii Golubev
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6d6d3082
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Rename 'IblGgx' to 'GgxIbl' for consistency
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8 年前 |
sebastienlagarde
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d055406d
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HDRenderPipeline: Draft to work at home
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8 年前 |
GitHub
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d23fdad9
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Merge pull request #102 from Unity-Technologies/Branch_fix-ps4-hdrenderloop
Branch fix ps4 hdrenderloop
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8 年前 |
Julien Ignace
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c83f3d4a
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Merge branch 'master' into Branch_fix-ps4-hdrenderloop
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/Unlit.shader
# Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader
# Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader
# Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/Resources/GGXConvolve.shader
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8 年前 |
Evgenii Golubev
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5f09345a
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Rename to 'iblGgxSamples' to 'ggxIblSamples'
For consistency.
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8 年前 |
GitHub
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b03bf46b
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Merge pull request #100 from EvgeniiG/master
Precompute IBL samples on GPU
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8 年前 |
GitHub
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9b15b029
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Merge pull request #101 from Unity-Technologies/Fix-for-two-sided-tessellation
HDRenderPipeline: Fix tessellation issue with double sided
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8 年前 |
sebastienlagarde
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e447e133
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HDRenderPipeline: Fix tessellation issue with double sided
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8 年前 |
Sebastien Lagarde
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5460dd7b
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HDRenderPipeline: Add worldViewFrustrum cull to tesselation
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8 年前 |
Sebastien Lagarde
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b86ceaec
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HDRenderPipeline: Minor comment adjustement on tessellation factor
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8 年前 |
Evgenii Golubev
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65c98c8d
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Factor out the GGX filtering code
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8 年前 |
Evgenii Golubev
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846d4f8d
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Precompute IBL samples on GPU
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8 年前 |
Evgenii Golubev
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8a25c51c
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Precompute IBL light sample directions
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8 年前 |