sebastienlagarde
|
5f14b489
|
Update all materials with Last PR
|
7 年前 |
GitHub
|
bbd2c5ef
|
Merge pull request #946 from Unity-Technologies/Improve-forward-opaque-pass
Remove the constrain to have a depth prepass for a forward material
|
7 年前 |
Sebastien Lagarde
|
fe80ebe2
|
Added comment
|
7 年前 |
sebastienlagarde
|
2a275564
|
Fix issue with material script
|
7 年前 |
Sebastien Lagarde
|
2ad2a458
|
Update IOR to be a mask map
|
7 年前 |
sebastienlagarde
|
04c59bb1
|
Fix script to update all materials
|
7 年前 |
Sebastien Lagarde
|
eabec798
|
Add full fresnel dieletric
|
7 年前 |
sebastienlagarde
|
2522428b
|
Better default test
|
7 年前 |
Christophe Riccio
|
312c6ba6
|
Fixed fog with OpenGL/ES APIs
|
7 年前 |
Sebastien Lagarde
|
ec9e36c7
|
Fix typo
|
7 年前 |
Robert Srinivasiah
|
f603164d
|
Add stereo support to the light loop resolution-dependent buffers
Basically, use the 'screen' size for the tile gen, and then double if stereo exists
|
7 年前 |
sebastienlagarde
|
176338dd
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Improve-forward-opaque-pass
|
7 年前 |
GitHub
|
f31e3dc9
|
Merge pull request #945 from Unity-Technologies/fix/RemoveAnimatedFadeGroups
Removed animated fade groups
|
7 年前 |
Sebastien Lagarde
|
dae7599d
|
Remove modification on convertSurfaceDataToBSDFData and EncodeToGBuffer
|
7 年前 |
Robert Srinivasiah
|
64e65354
|
Fix post-merge issues with new Frustum struct
Bonus: I don't need to pass Camera into my stereo HDCamera state override function
|
7 年前 |
sebastienlagarde
|
94301889
|
Move EnableMotionVectorForVertexAnimation to baseUnlit + remove motion vector from unlit.shader
|
7 年前 |
Frédéric Vauchelles
|
3367a6e0
|
Removed animated fade groups
|
7 年前 |
Sebastien Lagarde
|
a60a0d5a
|
Merge remote-tracking branch 'refs/remotes/origin/master' into support-iridescence
|
7 年前 |
Robert Srinivasiah
|
7427bb14
|
Merge remote-tracking branch 'origin/master' into hdrp-xr-lighting
|
7 年前 |
Remy
|
fa829be3
|
Merge remote-tracking branch 'origin/master' into HDRP_GraphicTests
# Conflicts:
# ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1202_Lit_DoubleSideNormalMode.unity.png
|
7 年前 |
sebastienlagarde
|
e7850ca7
|
Update UI
|
7 年前 |
GitHub
|
c0ac82ff
|
Merge pull request #942 from Unity-Technologies/Update-image-template-graphic-test
HDRenderPipeline: Update image template graphic test (doublesided mode and BakeMixed)
|
7 年前 |
Remy
|
ab4675c0
|
Unified all variants of standard shader in one converter.
|
7 年前 |
sebastienlagarde
|
8a1d7457
|
Forward pass now control its depth test. Optimization with clip and depth prepass is only for Lit/layeredLit shader
|
7 年前 |
Sebastien Lagarde
|
3def69c5
|
HDRenderPipeline: Update image template graphic test (doublesided mode and BakeMixed)
|
7 年前 |
Remy
|
73141567
|
Merge remote-tracking branch 'origin/master' into MaterialUpgrader_Upgrade
|
7 年前 |
sebastienlagarde
|
2bc6907f
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Improve-forward-opaque-pass
|
7 年前 |
GitHub
|
dc676759
|
Merge pull request #940 from EvgeniiG/fix_sss_radius_bug
Fix SSS radius bug (+ misc changes)
|
7 年前 |
Paul Melamed
|
a9485cff
|
more PR cleanup
|
7 年前 |
GitHub
|
0b78e56a
|
Update Menu location of Homogeneous Density Volume
|
7 年前 |
Paul Melamed
|
67ffc876
|
PR cleanup
|
7 年前 |
GitHub
|
884cfab3
|
Add comment and check for SHADER_TARGET_AVAILABLE
|
7 年前 |
uygar
|
1c570293
|
Added macro to control usage of clip space depth biasing.
Disabled clip space depth biasing for HDRP.
|
7 年前 |
Paul Melamed
|
8f62c9e6
|
shader ID refactoring and changed from List<> to [] for some decal data structures to speed up performance
|
7 年前 |
Evgenii Golubev
|
1f7761a4
|
Use ShouldOutputSplitLighting() for material abstraction
|
7 年前 |
GitHub
|
ee1e6968
|
Merge pull request #941 from Unity-Technologies/LW-ScreenSpaceShadows
Lw screen space shadows
|
7 年前 |
uygar
|
17e2992e
|
Inserted pragma to reduce register pressure.
|
7 年前 |
Paul Melamed
|
382f92e6
|
Some refactoring and cleanup of how decal draw data gets prepared
|
7 年前 |
Evgenii Golubev
|
2bf107d2
|
Rename to follow convention
|
7 年前 |
Julien Ignace
|
959a4078
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
|
7 年前 |
uygar
|
f35513eb
|
Removed cascade clamping in shader again. Internally there's a hardcoded 10 texel guardband around a cascade which seems to be good enough for now.
|
7 年前 |
Paul Melamed
|
ab906785
|
intemediate commit
|
7 年前 |
Evgenii Golubev
|
d5cf2b48
|
Merge branch 'master' of https://github.com/EvgeniiG/ScriptableRenderLoop into fix_sss_radius_bug
|
7 年前 |
GitHub
|
fd6b2f42
|
Merge pull request #939 from Unity-Technologies/feature/MergeSSRefractionAndSSReflection
Merging SSRefraction and SSReflection functions
|
7 年前 |
sebastienlagarde
|
a450e83a
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-physical-Light-unit-2
|
7 年前 |
uygar
|
b3808fd1
|
Rewrote sample bias computation to reduce register pressure.
Added new guard to 5x5 filter computation, as in certain combinations it can increase register pressure.
|
7 年前 |
Paul Melamed
|
db42063a
|
clustered decal refactor
|
7 年前 |
Evgenii Golubev
|
070349c8
|
Merge branch 'master'
|
7 年前 |
Frédéric Vauchelles
|
3c9e76d4
|
Merging SSRefraction and SSReflection functions
|
7 年前 |
sebastienlagarde
|
faa305c5
|
HDRenderPipeline: Move code
|
7 年前 |