GitHub
ea51b585
Merge pull request #1188 from Unity-Technologies/stacklit
New StackLit forward only material: Can serve as a basic template for…
7 年前
Aleksandr Kirillov
0d71285d
Now forcing a blit instead of copying a texture if we need to resolve MSAA depth.
7 年前
Felipe Lira
c30fcd10
Added pipeline capabilities. Stripping shader meta pass and variants based on selected capabilities.
7 年前
sebastienlagarde
caef3231
Merge remote-tracking branch 'refs/remotes/origin/master' into stacklit
7 年前
GitHub
5ee5df81
Merge pull request #1202 from Unity-Technologies/fix/master_HDMaterialConverter
Fix/master hd material converter
7 年前
Aleksandr Kirillov
34562958
Added a shader that resolves a MSAA depth RT to execute on platforms that support tex2dms.
The only setup when we can skip depth copy and depth prepass is postfx + no screen-space shadows + no MSAA.
7 年前
Felipe Lira
bbeadae5
Added LightweightKeywords and ShaderPreprocessor. Stripping Meta pass from build.
7 年前
Remy
2dea8304
Correct source texture channel of detail map
7 年前
Evgenii Golubev
b4708ef6
Merge upstream/master
7 年前
Aleksandr Kirillov
9ed48265
Fixed a wrong condition check.
7 年前
Felipe Lira
4fec8c89
Added shader pass names so we can strip passes by pass name.
7 年前
sebastienlagarde
66ff4e4a
Add normal view debug mode
7 年前
Remy
7643f8fc
Changed occlusion source channel of material converter to green (channel used in legacy shader for occlusion map).
7 年前
Evgenii Golubev
2c4bd864
Add and/or rename to legacy Unity shader variables
7 年前
Aleksandr Kirillov
17b92683
Cleaned up depth prepass and depth copy setup code.
7 年前
Felipe Lira
a15c7e93
Removed NO_SHADOWS define as it's not really necessary. If one doesn't want shadow support only thing that needs to be done is to not define _SHADOWS_ENABLED or _LOCAL_SHADOWS_ENABLED in the shader.
7 年前
sebastienlagarde
2e40eff7
Merge remote-tracking branch 'refs/remotes/origin/master' into stacklit
7 年前
GitHub
2a9a01f7
Merge pull request #1185 from Unity-Technologies/Add-FullScreeMedia-path
Add fullscreemedia path
7 年前
Evgenii Golubev
8ffeafaf
Fix material animation in reflection probes
7 年前
Aleksandr Kirillov
7e1af428
Fixed a check whether the system supports copying depth textures.
7 年前
Felipe Lira
cdd9a0d1
Added _LOCAL_SHADOWS_ENABLED keyword
7 年前
GitHub
8c5e87ae
Merge pull request #1198 from Unity-Technologies/Move-ComputeTextureLOD-to-common
Move ComputeTextureLOD to common.hlsl
7 年前
Evgenii Golubev
b62b0d12
More comments
7 年前
GitHub
0c2357e7
Merge pull request #1216 from Unity-Technologies/lw/fixes
Lw/fixes
7 年前
sebastienlagarde
a5701453
Move ComputeTextureLOD to common.hlsl
7 年前
Evgenii Golubev
187b007e
Merge branch 'remove_unity_per_camera' of https://github.com/EvgeniiG/ScriptableRenderLoop into remove_unity_per_camera
7 年前
Aleksandr Kirillov
369eef17
Fixed a typo in method name.
7 年前
GitHub
bc2cc021
Merge pull request #1178 from Unity-Technologies/decals/texture_atlas
Decals/texture atlas
7 年前
GitHub
c7261dfc
Add a comment
7 年前
Evgenii Golubev
f3d6b339
Add additional deprecation comments
7 年前
Aleksandr Kirillov
e03ac0c7
Fixed light index remapping.
7 年前
GitHub
19323813
Merge pull request #1196 from Unity-Technologies/Fix-issue-with-debug-ligthing-mode
Add profiling sample for clear sky
7 年前
Evgenii Golubev
072a0aa3
Optimize
7 年前
Aleksandr Kirillov
d151fbc5
Point filtering for temporary depth RTs.
7 年前
sebastienlagarde
c795cf46
Merge remote-tracking branch 'refs/remotes/origin/master' into Fix-issue-with-debug-ligthing-mode
7 年前
GitHub
75c80ba4
Merge pull request #1195 from Unity-Technologies/Fix-issue-with-debug-ligthing-mode
Fix issue with debug ligthing mode
7 年前
Evgenii Golubev
b2851e30
Clean up
7 年前
Felipe Lira
65fc1c54
Merge branch 'master' into LWRP
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images.meta
# ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/GettingStarted1.png.meta
# ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/GettingStarted2.png.meta
# ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader1.png.meta
# ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader10.png.meta
# ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader11.png.meta
# ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader12.png.meta
# ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader13.png.meta
# ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader14.png.meta
# ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader15.png.meta
# ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader16.png.meta
# ScriptableRe...
7 年前
GitHub
3bcafcb4
Merge pull request #1191 from Unity-Technologies/decals/dbuffer_clear_fix
Decals/dbuffer clear fix
7 年前
Evgenii Golubev
cfc871a0
Add more reliable detection of the start of the new frame
7 年前
GitHub
968bc78a
Merge pull request #1208 from Unity-Technologies/lw/18.1-forwardport
Lw/18.1 forwardport
7 年前
Paul Melamed
f084a015
cleanup some commented out and unused code
7 年前
sebastienlagarde
22018fa9
Add profiling sample for clear sky
7 年前
Evgenii Golubev
1c4ab14a
Move stuff from `UnityPerFrame' which was actually updated at the per-view frequency
7 年前
Felipe Lira
cfdda2f1
Updated simple lighting default material.
7 年前
sebastienlagarde
500d0b60
Add FullscreenPassthrough render mode
7 年前
Paul Melamed
e711a574
Make dbuffer render target clearing code more efficient (also fixes and issue where the 'mask' target wasn't cleared)
7 年前
sebastienlagarde
183ca49b
Fix issue with debug ligthing mode
7 年前
Stephane Laroche
3187dab5
New StackLit forward only material: Can serve as a basic template for a new lit material creation with a different lighting code path glued in material.hlsl.
Only supports base unlit material parameters with the addition of : analytical lights with a diffuse lambert BSDF, interpolated geometric normal and double sided option.
7 年前
Evgenii Golubev
2bffbe72
Factor out CoreUtils.AreAnimatedMaterialsEnabled()
7 年前