123 次代码提交 (36d8a5e0-b0a7-4eef-b403-288449d55b32)

作者 SHA1 备注 提交日期
sebastienlagarde b2a49403 HDRenderLoop; start support of reflection probe 8 年前
vlad-andreev bf6e54c5 tabs -> spaces 8 年前
sebastienlagarde dc88f7bf HDRenderLoop: Continue to add misc function (intersection, aniso support) 8 年前
Sebastien Lagarde a703417e HDRenderLoop: Continue to work on implementing parallax cubemap 8 年前
Sebastien Lagarde 52eb3436 HDRenderLoop: Make cubemap code compile 8 年前
Sebastien Lagarde 357d999e HDRenderLoop: Add code to init texture one time at the launch of the loop 8 年前
Sebastien Lagarde bce39f68 HDRenderLoop: Make cubemap work (without parallax) and add ref mode 8 年前
Sebastien Lagarde caf80e26 HDRenderLoop: Add area light support, first draft 8 年前
sebastienlagarde fd7cfe17 HDRenderLoop: Move file/create file/Rename stuff - Related to lighting and shadow 8 年前
Sebastien Lagarde e7a1bb1b HDRenderLoop: Update to new texture abstraction everywhere 8 年前
Sebastien Lagarde 84c14eca HDRenderLoop: Fix anisotropy + rename BSDF with NoPI 8 年前
sebastienlagarde 97713e27 HDRenderLoop: Add importance sampling of aniso GGX for ref 8 年前
Sebastien Lagarde 25234e00 HDRenderLoop: Test about packing all GBufer in two RT U16 8 年前
Sebastien Lagarde 97a2db70 HDRenderLoop: Premultiply EmissiveIntensity and EmissiveColor + few renaming 8 年前
Julien Ignace ea463d28 Added GGX convolution to the generated skybox. 8 年前
Evgenii Golubev ee488f3a Add the MIP level bias to the pre-filtered IS 8 年前
Evgenii Golubev 29fe471b Clean up and optimize IntegrateLD() 8 年前
Evgenii Golubev 5cede9ef Add the missing term 8 年前
Evgenii Golubev a1d11347 Improve and enable GetShiftedNdotV() 8 年前
Evgenii Golubev 3bd132b7 Use precomputed tables to store the Hammersley2D sequence 8 年前
Evgenii Golubev b9e6ec25 Remove a redundant addition 8 年前
Evgenii Golubev 23f38d59 Use the Fibonacci sequence for convolving with GGX 8 年前
Evgenii Golubev dba98485 Improve the support of the Fibonacci sequence 8 年前
Evgenii Golubev e3a00862 Replace max(0, x) with saturate to save 1 VALU 8 年前
Evgenii Golubev 7e821fe0 Implement ImportanceSampleGGXDirIsotropic() 8 年前
Evgenii Golubev 65fc4234 Optimize IntegrateLD() by using D_GGX_Inverse() 8 年前
Evgenii Golubev e68c22d7 Rename ImportanceSampleGGXDirIsotropic() to ImportanceSampleGGXViewIndDir() to avoid confusion 8 年前
Evgenii Golubev db24b840 Remove the unused function argument 8 年前
Evgenii Golubev b9f2f83e Update the comment 8 年前
Evgenii Golubev 9ec4d867 Clean up 8 年前
Evgenii Golubev 3c94f605 Store the MIS data in an equiareal map 8 年前
Evgenii Golubev 33a76e5a Factor out PARALLEL_SCAN() 8 年前
Evgenii Golubev d1f3563b Rename ImportanceSampleGGXViewIndDir() to ImportanceSampleGGXDirVeqN() 8 年前
Evgenii Golubev ab866dab Add the initial implementation of light importance sampling 8 年前
Evgenii Golubev e5351e0c Factor out BinarySearchRow() 8 年前
Evgenii Golubev 6fed15cc Correct and rename UNITY_SPECCUBE_LOD_STEPS 8 年前
Evgenii Golubev efd3ad16 Replace tangent frames with 'localToWorld' 8 年前
Evgenii Golubev 2da423a6 Bias importance sampling 8 年前
Evgenii Golubev ff3bc37e Add TODOs 8 年前
Evgenii Golubev f25905a5 Remove random + 0.5 8 年前
Evgenii Golubev 77cca537 Remove extra bias 8 年前
Evgenii Golubev 0ec36b00 Remove randomization 8 年前
Evgenii Golubev 6f11466b Revert the UNITY_SPECCUBE_LOD_STEPS change 8 年前
Evgenii Golubev a8c79dbc Move UNITY_SPECCUBE_LOD_STEPS out of D3D11.hlsl 8 年前
Evgenii Golubev 7ad2f0d1 Clamp NaNs arising during light sampling 8 年前
Evgenii Golubev 360609df Reduce the importance sampling bias 8 年前
Evgenii Golubev b1ef27bc Update comments 8 年前
Evgenii Golubev 66d2b7d7 Remove GetShiftedNdotV() from IntegrateGGXAndDisneyFGD() 8 年前
Evgenii Golubev 0a562a91 Optimize the computation of 'NdotL' during importance sampling 8 年前
Evgenii Golubev 4e84f59a Remove redundant operations 8 年前
Evgenii Golubev 08cf94d6 Fix anisotropic GGX (again) 8 年前
sebastienlagarde 291b4c6d HDRenderPipeline: Fix-point-light-shadow 8 年前
Evgenii Golubev 649f076a Fix perceptualRoughnessToMipmapLevel() and add comments 8 年前
Evgenii Golubev 847d26fc Remove dead code 8 年前
Evgenii Golubev e3de02f6 Clean up the sampling code 8 年前
Evgenii Golubev b68675c5 Use more samples by default 8 年前
Evgenii Golubev 58c24700 Clamp the MIP map level to UNITY_SPECCUBE_LOD_STEPS 8 年前
Evgenii Golubev 96c60309 Orthonormalize TBN 8 年前
Evgenii Golubev 49f1ca22 Implement the correct approximated version of mipmapLevelToPerceptualRoughness() 8 年前
Evgenii Golubev 440e138a Improve comments 8 年前
Evgenii Golubev a55223d2 Implement an improved version of GetSpecularDominantDir() 8 年前
Evgenii Golubev d04e32fb Vary the importance sampling bias with roughness 8 年前
Evgenii Golubev 5e512acb Improve the formulation of the dominant specular dir 8 年前
Evgenii Golubev f361a6b3 Adjust the way the importance sampling bias is calculated 8 年前
Evgenii Golubev 057bd2b9 Save 1 cycle 8 年前
Evgenii Golubev a18376f2 Clarify the comment 8 年前
sebastienlagarde 8c83bcf9 HDRenderPipeline: Add few comment 8 年前
GitHub 129ff6b6 Remove the MIP map level bias of 1 8 年前
Evgenii Golubev 8a25c51c Precompute IBL light sample directions 8 年前
Evgenii Golubev 846d4f8d Precompute IBL samples on GPU 8 年前
Evgenii Golubev 65c98c8d Factor out the GGX filtering code 8 年前
Evgenii Golubev 5f09345a Rename to 'iblGgxSamples' to 'ggxIblSamples' 8 年前
sebastienlagarde 66834685 HDRenderPipeline: Add Layered Displacement + fix issue with sky + some clean 8 年前
Evgenii Golubev e492618c Refactor sampling methods 8 年前
Tim Cooper c30d33b8 [Format]Reformat via format.pl to match the new conventions 8 年前
Antti Tapaninen a2cdeb47 metal/ios: lower samplecount for mobile compute limitations, disable MIS since there is no read_write texture support 8 年前
sebastienlagarde 74ed44ec HDRenderPipeline: Fix PI issue in disney Diffuse integration for diffuse 8 年前
GitHub 8f2a5a9f Optimize MipmapLevelToPerceptualRoughness() 8 年前
Frédéric Vauchelles 7716558d Use correct sampler for refraction, refactored PerceptualRoughnessToMipmapLevel 7 年前
GitHub d522b968 Revert "Use LOAD_TEXTURE2D to get depth from depth pyramid, fixed roughness t…" 7 年前
Evgenii Golubev 6e73f4f4 Update the comment 7 年前
Evgenii Golubev c2352249 Reformulate the cubemap IBL term 7 年前
Evgenii Golubev cf57d1d5 Use the distribution of visible normals for runtime IBL prefiltering 7 年前
GitHub aa0bbbbe Merge pull request #488 from EvgeniiG/Unity-2017.3 7 年前
GitHub 34e03497 Merge pull request #498 from EvgeniiG/Unity-2017.3 7 年前
Evgenii Golubev 56171b1b Fix the sample index 7 年前
Evgenii Golubev 4d7de4b0 Optimize IBL prefiltering 7 年前
Evgenii Golubev 8a072a13 Move the IBL code 7 年前
Evgenii Golubev e056ffd3 Clean up GetPreLightData() and rename 'preLambdaV' to 'partLambdaV' 7 年前
GitHub 271f304d Update ImageBasedLighting.hlsl 7 年前
Evgenii Golubev 836904e9 Merge branch 'new_aniso_hack' of https://github.com/EvgeniiG/ScriptableRenderLoop into new_aniso_hack 7 年前
Evgenii Golubev d610a7cf Implement multi-bounce GGX for direct lighting (no Fresnel yet) 7 年前
Evgenii Golubev 5447c95b Clean up multi-bounce GGX code 7 年前
Evgenii Golubev 00426d96 Change the formulation of the FGD term 7 年前
Evgenii Golubev 7ddb7cdc Switch to Emmanuel's version of MS energy compensation 7 年前
Evgenii Golubev 0559a949 Remove IntegrateGgxWithoutFresnel() 7 年前
Evgenii Golubev 59ae8046 Pass the correct parameter to DisneyDiffuseNoPI() 7 年前
Evgenii Golubev 531047c5 Improve the quality of the FDG texture 7 年前
Evgenii Golubev 9968e7e6 Improve the remapping of the FGD texture 7 年前
Evgenii Golubev 87e85612 Refactor math constant defines 7 年前
Evgenii Golubev 5ed87a9c Optimize anisotropic GGX 7 年前
sebastienlagarde 33ecd2ca ShaderLibrary: Move Sampling and sequence file into a Sampling folder (to clean a bit the directory) 7 年前
GitHub 83d3ba23 Add a comment 7 年前
sebastienlagarde d83489f4 Change ShaderLibrary to use REAL instead of float/half 7 年前
sebastienlagarde ecdf681c ShaderLibrary, change REAL to real 7 年前
Evgenii Golubev b2d2386b Make the Shader Library less real 7 年前
Evgenii Golubev 2144782f Fix more comments 7 年前
Sebastien Lagarde 09fc2fbf HDRenderPipeline: update comment + remove unsued _DirShadowSplitSpheres 7 年前
sebastienlagarde b9b30507 Merge remote-tracking branch 'refs/remotes/origin/master' into Convert-shaderLibrary-to-half-float-support 7 年前
Sebastien Lagarde ef3442e8 HDRenderPipeline: move InfluenceFadeNormalWeight to shader library 7 年前
Felipe Lira 54aa83bf Fixed more shader compiler errors due to changes in shader library. 7 年前
Felipe Lira 8e852764 IntegrateLD_MIS not supported on GLES2 7 年前
Evgenii Golubev 6f67ae21 Avoid explicitly using `roughness` in the IBL code 7 年前
Evgenii Golubev 19824028 Use ClampNdotV() everywhere except where vector addition/subtraction is involved 7 年前
Evgenii Golubev 8db6f218 Optimize SampleHemisphereCosine() to not require a tangent frame 7 年前
Sebastien Lagarde 4a161d5a HDRenderPipeline: Sharing envlight code 7 年前
GitHub 3a0290a2 Merge pull request #1225 from EvgeniiG/master 7 年前
Frédéric Vauchelles 091d5924 Use specific roughness remapping for texture2D convolution 7 年前
Sebastien Lagarde d69fdafe HDRP: Add support for multiple PreIntegratedFGD + updte hlsl debug number 7 年前
Sebastien Lagarde 629a7b7e HDRP: Factor anisotropy code 7 年前
sebastienlagarde 26c608bb Move files to screenspace lighting and move Reflection enum in it 6 年前
Anis Benyoub cd8cac28 Rename cloth to Fabric 6 年前
Sebastien Lagarde 853fad6b Update anisotrpy stretching 6 年前