5867 次代码提交 (3a0290a2-d893-4e02-8035-ff4311f1078f)

作者 SHA1 备注 提交日期
Felipe Lira dc0d6bd3 Fixed particles color modes. 7 年前
Frédéric Vauchelles 70ed0378 wip buffered RTHandle system for cameras 7 年前
Frédéric Vauchelles d61424da Commented code specific to 4.x .NET runtime 7 年前
Felipe Lira aefdbead fixed particles alpha discard and modulate 7 年前
Andre McGrail b15bde9e Cleaned up relative hlsl include path 7 年前
Frédéric Vauchelles 7a47594e Updated RTHandle class to an instance class 7 年前
GitHub add8fa72 Merge pull request #1173 from Unity-Technologies/Enable-Additional-component-in-UI 7 年前
Felipe Lira 45ee32a0 Fixed null reference on bump properties in unlit particles UI. 7 年前
Andre McGrail 35e631d7 Cherry pick from 'lw/terrain-shader-fixes' for 2018.1 PR 7 年前
Frédéric Vauchelles 0ade2a97 Merge branch 'master' into feature/SSR 7 年前
GitHub 44b0c2bc Merge pull request #1172 from Unity-Technologies/HDCameraDataInit 7 年前
Felipe Lira 13eff945 Fixed GI in unlit shader. Removed SampleGI function overloads as it's error prone due to implicit truncation. 7 年前
GitHub 44511b14 Merge pull request #1165 from Unity-Technologies/lw/fix-shadow-tile-initialization 7 年前
Frédéric Vauchelles 99a24ef5 fixed: mip to use for SSReflection 7 年前
GitHub 1108f618 Merge pull request #1171 from Unity-Technologies/fix-shader-include-paths 7 年前
Felipe Lira e9a5ca70 Fixed shaderPassID in DrawFullScreen 7 年前
Felipe Lira ec57c2a7 Moved common properties to LightweightShaderGUI. Added alpha premultiply to unlit. 7 年前
Frédéric Vauchelles 659b634a Added wip pass for SSReflection 7 年前
GitHub e58bfaac Merge pull request #1170 from Unity-Technologies/feature/RefractionModes 7 年前
Felipe Lira bd95bab1 Caching fullscreen quad mesh as a static. 7 年前
Felipe Lira 4ecab1bc Small change to make shadow settings consistent when screenspace shadows are not supported/want to be disabled. 7 年前
Frédéric Vauchelles 99ec03cb Used the MERGE_NAME macro 7 年前
Frédéric Vauchelles 7203df22 wip Screen Space Reflection forward pass 7 年前
GitHub a2790a45 Merge pull request #1159 from Unity-Technologies/feature/RefractionModes 7 年前
Felipe Lira 50693fe4 Clearing screenspace occlusion texture to avoid Tile LOAD. 7 年前
Felipe Lira b2a5b861 Fixed SamplingShader compiler error in GLES2 7 年前
Frédéric Vauchelles 9fffc822 Unrolled first iteration 7 年前
Felipe Lira d3b73d87 Removed unused Opaque RT. 7 年前
Frédéric Vauchelles f3b17b2a Fixed debug issue 7 年前
Felipe Lira 0a312f93 Some files were not saved in the editor and were missing from last commit. 7 年前
GitHub dadee06e Merge pull request #1153 from Unity-Technologies/lw/shadergraph_fixes 7 年前
Frédéric Vauchelles 7c52d2d3 Renamed Flags.ForceUpdate => Flags.EditorForceUpdate 7 年前
Felipe Lira 35cef52a Fixed shader include paths 7 年前
Remy 5033b09a Add init function for HD Camera data. When the additional camera data is created on a camera it now correclty grabs the clear flags. 7 年前
sebastienlagarde 173086c6 Enable Additional component in UI 7 年前
GitHub 915767d4 Merge pull request #1084 from Unity-Technologies/LW-DistortionPass 7 年前
GitHub e8edce37 Merge pull request #1169 from Unity-Technologies/API-validation-improvement 7 年前
GitHub 7de1c96d Merge pull request #1168 from Unity-Technologies/Remove-a-warning-2 7 年前
Sebastien Lagarde dcd13b1a HDRenderPipeline: Remove a warning 7 年前
GitHub 24b26fcd Merge pull request #1163 from Unity-Technologies/lw-target-texture-flip 7 年前
GitHub 55733747 Merge pull request #1164 from Unity-Technologies/hd-target-texture-flip 7 年前
Thomas 71e3e26a Fixed Y-flip in HD when a camera is rendering to a RT 7 年前
Thomas 98acf904 Fixed Y-flip in LW when a camera is rendering to a RT 7 年前
sebastienlagarde 6616bdb2 API validation improvement 7 年前
Paul Melamed ae602283 Somre cleanup and refactoring of adding textures to decal atlas 7 年前
Paul Melamed 3e88b2e8 intermediate commit, atlas packing optimizations 7 年前
Paul Melamed 16665d1f Use HDRenderPipelineAsset for decal atlas dimensions, print an error when decal atlas allocation fails. 7 年前
Paul Melamed 7eb40bcb fix texture allocation success status tracking 7 年前
Paul Melamed ff3c43c1 add clamping by half a texel when sampling from decal atlas 7 年前
Paul Melamed 15fc712f optimize texture lod calculation for decals 7 年前