Peter Bay Bastian
d683bd58
Handle nodes without any output
The right container simply isn't shown in this case.
Signed-off-by: joce <joce@unity3d.com>
8 年前
Evgenii Golubev
f2161234
Add area light geometry visualization
8 年前
GitHub
0d79a150
Merge pull request #9 from Unity-Technologies/VelocityBufferSupport
Velocity support
8 年前
Peter Bay Bastian
4a3e71ed
Modify Node to be compatible with MG's layout
- NodalView.uss is now gone as the Node's layouting is now in GraphView.uss
- Node now has a bunch of containers to match Hugo's design
This is not be final as, for example, the collapse button is an ugly button
and we're not yet dealing with empty input/output list as required.
Signed-off-by: joce <joce@unity3d.com>
8 年前
Sebastien Lagarde
7443a077
HDRenderLoop: Fixed issue with velocity pass + fix shader warning
- GBuffer velocity can't work as we miss prevPosition Attribute in
GBuffer pass
- #define can't be include in C# from another file...
8 年前
Evgenii Golubev
f6ce1375
Formatting; avoid D3D11 compiler warning
8 年前
Tim Cooper
0a990a6d
allow specifying the UV channel on the UV node.
8 年前
Sebastien Lagarde
c03433e2
HDRenderLoop: Add velocity shader pass
8 年前
Evgenii Golubev
a98a734c
Fix formatting
8 年前
Tim Cooper
8133e0c7
Focus graph when changing selection.
8 年前
Sebastien Lagarde
1999b306
Merge remote-tracking branch 'refs/remotes/origin/master' into VelocityBufferSupport
8 年前
Evgenii Golubev
3764be25
Realign the LTC test geometry
8 年前
mmikk
3a6077b7
apparently we don't support uniforms in #ifdef in compute with multiple kernels
apparently we don't support uniforms in #ifdef in compute with multiple
kernels (where it's not the same scenario in every kernel)
8 年前
Tim Cooper
17429180
Add support for setting default input values on material sub graphs (when editing the graph) so there is something to compare with.
8 年前
Evgenii Golubev
fd5fbe55
Add a test scene for an LTC area light
8 年前
mmikk
19b1da78
revert duplicates and globals declarations
revert duplicates and globals declarations
8 年前
joce
2539e9c2
Undo optimization that broke edges
Edges where no longer following the anchors when the node was being moved.
Signed-off-by: joce <joce@unity3d.com>
8 年前
Evgenii Golubev
eaa51e39
Ignore Assembly-CSharp.csproj.FileListAbsolute.txt
8 年前
sebastienlagarde
97713e27
HDRenderLoop: Add importance sampling of aniso GGX for ref
8 年前
Peter Bay Bastian
1770fee9
Duplication support for graph nodes
8 年前
Evgenii Golubev
731e1f23
Enable LTC area light code path
8 年前
GitHub
c818f01e
Merge pull request #8 from EvgeniiG/master
Add an anisotropic GGX test scene
8 年前
Peter Bay Bastian
ce272542
Implemented copy/paste functionality for graph (currently uses shift rather than ctrl, as the latter does not fire the event)
8 年前
Evgenii Golubev
99b53772
Add an anisotropic GGX test scene
Change the anisotropy direction from vertical to horizontal
8 年前
Peter Bay Bastian
d99fa8d2
Moved global selection handling into its own manipulator, rather than piggy-backing the ClickSelector, as an edge case was not being handled.
(when the selection didn't change the global selection wouldn't be changed - e.g. "select node in graph, select something from the scene, click selected node" wouldn't select the graph in the project window)
8 年前
Julien Ignace
faec4157
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Peter Bay Bastian
ff7ce7e4
Optimized `Edge.GetFromToPoints` with caching of left and right anchor `GraphElement`'s.
It is called in every frame and calls `parent.allElements` twice to find the GraphElement for its anchors. The implementation of `allElements` is very slow right now (as is noted in `VisualContainer.cs` comments), but either way we should avoid a traversal of all `VisualElement`'s for every edge every frame.
8 年前
Evgenii Golubev
c5da7cda
Delete the unused file
8 年前
Julien Ignace
dce07c5d
LayerLit layer mask is now rgb (layer0 is always 100%)
8 年前
Peter Bay Bastian
4d814c36
Fixed a bug causing null reference errors if no graph asset was selected
8 年前
Evgenii Golubev
0abdbd8f
Add anisotropic GGX test scene
8 年前
Julien Ignace
014f5626
Test scene layered material textures filtering set to aniso16
8 年前
runes
f1ab4d10
Fixed CSM clipping issue
8 年前
Peter Bay Bastian
fc03abf6
Fixed a bug causing frequent, unneeded serialization of the entire graph in the graph inspector
8 年前
Evgenii Golubev
68bbdef4
Set the default anisotropy direction along the tangent
8 年前
Sebastien Lagarde
b945ef44
HDRenderLoop: Add velocity buffer support (C# side)
8 年前
Julien Ignace
b27e925d
Fixed compilation errors for no-define version of the LayeredLit shader.
8 年前
runes
4a7deee5
Support for compute shader evaluation of lights (single pass only so far)
8 年前
Peter Bay Bastian
adc4b060
Added graph inspectors for sub and remap graphs
8 年前
Julien Ignace
19d5484e
Updated LayeredLit shader with new code.
8 年前
Peter Bay Bastian
2eace1c5
Extracted abstract base class from MaterialGraphInspector
8 年前
sebastienlagarde
fc554180
HDRenderLoop: Rename TEXTURE2D_PASS to TEXTURE2D_PARAM
8 年前
Peter Bay Bastian
663e90f3
If no node is pinned in graph inspector, display message rather than hiding the preview completely
8 年前
Julien Ignace
b43fec12
Fixed global illumination setup and shader.
8 年前
Peter Bay Bastian
e73c926b
Disable ReSharper warning about delegate subtraction as it is not valid for our use case
8 年前
vlad-andreev
95cf033e
turned UsingFptl() into an accessor
8 年前
joce
0e9bf43e
Add .editorconfig: spaces everywhere but NewUI
Signed-off-by: joce <joce@unity3d.com>
8 年前
vlad-andreev
4a922123
use Graphics.ConvertTexture() in TextureCache
8 年前
GitHub
0ef45c8c
Merge pull request #5 from stramit/issues-fix
Issues fix
8 年前
Sebastien Lagarde
35b919ab
HDRenderLoop: Minor addition for emissive
8 年前