39 次代码提交 (43eed620-cc72-485c-88c3-c70dcc0db15a)

作者 SHA1 备注 提交日期
Julien Ignace 6f585179 Implemented base of "Atmospheric Scattering" framework. 7 年前
Julien Ignace 30bdceed - Properly integrated fog for transparent Lit/Unlit materials. 7 年前
Julien Ignace 4a214e97 - Fixed shader compilation errors on PS4 7 年前
sebastienlagarde 36c0ec18 Add _BLENDMODE_ACCURATE_LIGHTING keyword - change _ENABLE_FOG to _ENABLE_TRANSPARENT_FOG 7 年前
Evgenii Golubev 43d373d4 TODO: should we divide by ray segment length? 7 年前
Evgenii Golubev d4501639 Clean up 7 年前
Peter Bay Bastian 9dd5e5c5 Change shader include paths to take advantage of Core being an include path now 7 年前
Evgenii Golubev 6f8ec8c3 Global rename: 'depthRaw' -> 'deviceDepth', 'depthVS -> linearDepth' 7 年前
GitHub d6a58e9c Merge pull request #594 from EvgeniiG/master 7 年前
Evgenii Golubev 8ee2d44f Merge 'master' 7 年前
Julien Ignace 10007208 Porting sky/fog systems to Interpolation volumes. 7 年前
Evgenii Golubev 78563feb Merge branch 'master' 7 年前
Evgenii Golubev fc06d6c6 Move V-buffer sampling to AtmosphericScattering.hlsl 7 年前
Evgenii Golubev 016a51ff Prepare the volumetric reprojection framework 7 年前
Evgenii Golubev a013ecb1 Improve the reprojection quality 7 年前
sebastienlagarde 4b26e012 Move all core file to subfolder CoreRP + update shader include path to CoreRP/ShaderLibrary 7 年前
Evgenii Golubev 4d0996e2 Use HW trilinear filtering for V-Buffer sampling 7 年前
Evgenii Golubev 14a2be10 Implement biquadratic filtering of the volumetric lighting 7 年前
Evgenii Golubev 24634f16 Reduce the reliance on macros for sampling the V-Buffer 7 年前
Evgenii Golubev 389ea636 Move the volumetric lighting preset to ShaderConfig 7 年前
Evgenii Golubev abd2e6a8 Factor out VBuffer code 7 年前
Evgenii Golubev c86b3214 Merge branch 'master' 7 年前
Evgenii Golubev 523323d4 Switch back to the regular alpha blending 7 年前
Evgenii Golubev 38e10475 Make the code less Italian by removing issues caused by copy-pasta 7 年前
Evgenii Golubev 170a4fb7 Make SampleInScatteredRadianceAndTransmittance() return transmittance 7 年前
Julien Ignace a533af44 Implemented height fog for linear and exponential fog. 7 年前
Julien Ignace 1a984f4b Bundle of warning fixes. 7 年前
Evgenii Golubev b60509c2 Move VBuffer.hlsl 7 年前
Evgenii Golubev 1ef2e80a Use an improved (generalized) depth distribution 7 年前
Evgenii Golubev fdd5cb7f Ignore VBuffer scale 7 年前
Evgenii Golubev 92ea5c34 Clean up VBuffer sampling 7 年前
Evgenii Golubev e2795a17 Un-premultiply for color 7 年前
GitHub 8771660e Fix incorrect clamping 7 年前
Evgenii Golubev 69dfe3f6 Switch to the volume system WIP 7 年前
Evgenii Golubev e7f0a6d1 Fix issues with light leaking in volumetric lighting 7 年前
Tim Cooper fafb59af Run code formatter. 7 年前
Evgenii Golubev f7ce098c Add an option to the HDRP asset to increase the resolution of volumetric lighting 7 年前
Antoine Lelievre 832089b8 Disable fog when Diffuse, Specular and luxmeter debug modes are enabled 7 年前
sebastienlagarde 9f29886d Update comment and changelog 7 年前