sebastienlagarde
|
8b67841a
|
More feedback
|
7 年前 |
sebastienlagarde
|
b3199d5d
|
integrate PR feedback
|
7 年前 |
sebastienlagarde
|
1fa4d8c6
|
Mpore update with feedback
|
7 年前 |
sebastienlagarde
|
86dfa8ec
|
Take into account feedback
|
7 年前 |
sebastienlagarde
|
29c57949
|
Missing file
|
7 年前 |
sebastienlagarde
|
aa5363e0
|
Refactor tranmission and lightEvaluation code to have more cleaner code
|
7 年前 |
sebastienlagarde
|
2fbe47e2
|
Remove undesired file
|
7 年前 |
Remy
|
9515d775
|
Automatic lightmapping at build and test run in editor for labeled scenes.
Update of reference images.
|
7 年前 |
sebastienlagarde
|
8140058d
|
Merge branch 'master' into ContactShadowWithLightTransmission
|
7 年前 |
Tim Cooper
|
fec2db98
|
Update reference images.
|
7 年前 |
Tim Cooper
|
ce3b9547
|
Add files and non large files.
|
7 年前 |
Antoine Lelievre
|
2bdf7f27
|
Forgot to offset PCSS shadow sample for block search
|
7 年前 |
Tim Cooper
|
cba42a6a
|
Remove large files.
|
7 年前 |
Antoine Lelievre
|
b03972ff
|
Fix depth bias in PCSS blocker search
|
7 年前 |
sebastienlagarde
|
aa607e4a
|
HDRP: Move contactShadow from shadow context to light context (fix warning)
|
7 年前 |
Antoine Lelievre
|
2bdab402
|
Fixed PCSS bias for PCSSS block search and depth compare with reversed z
|
7 年前 |
Tim Cooper
|
ee88c1d2
|
Update Windows reference images.
|
7 年前 |
GitHub
|
ff2cec54
|
Update CHANGELOG.md
Small linguistic change to Sphere Mask.
|
7 年前 |
Antoine Lelievre
|
f6b0b8f5
|
Fix shadow algorithm reserve size
|
7 年前 |
Tim Cooper
|
5af2e1ce
|
Fix up large files
|
7 年前 |
GitHub
|
3a6a4e59
|
Merge branch 'master' into sg/spheremasknode
|
7 年前 |
Antoine Lelievre
|
8120bd8f
|
Cleanup code and inconsistencies
|
7 年前 |
GitHub
|
87f274e1
|
Merge pull request #1553 from Unity-Technologies/metal-fixes
metal fixes
|
7 年前 |
Antoine Lelievre
|
2ac4614c
|
Reverted LightLoop to the original version
|
7 年前 |
Antoine Lelievre
|
c8a540d3
|
Fixed contact shadows on transparent objects
|
7 年前 |
Antti Tapaninen
|
a06f1055
|
update release notes
|
7 年前 |
Felipe Lira
|
a712bd10
|
updated release notes
|
7 年前 |
Antoine Lelievre
|
74cc8ad5
|
Removed UI hint code
|
7 年前 |
Antoine Lelievre
|
2d02821b
|
Fix for contact shadows with volumetric lighting
|
7 年前 |
Antti Tapaninen
|
f26f22f9
|
workaround metal/amd regression since 2018.1, investigation still in progress
|
7 年前 |
Felipe Lira
|
f1650b8c
|
Fixed PS4 compiler error.
|
7 年前 |
Antoine Lelievre
|
9d62831c
|
Removed UI code for PR
|
7 年前 |
Antoine Lelievre
|
31628624
|
Updated changelog
|
7 年前 |
Antti Tapaninen
|
11ad0670
|
fix mojoshader preprocessor issue
|
7 年前 |
Felipe Lira
|
d345bff0
|
Disabling temporarily MSAA with Texture2dArray to fix rendering in VR multiview and single pass instanced
|
7 年前 |
Antoine Lelievre
|
f53d652d
|
Added a field to control sampleCount in the inspector
|
7 年前 |
Antoine Lelievre
|
38287b48
|
Fixed contact shadows with light transmission
|
7 年前 |
Felipe Lira
|
875f9b2c
|
updated lw release notes formatting.
|
7 年前 |
Antoine Lelievre
|
3072fc83
|
PCSS is now working
|
7 年前 |
Antoine Lelievre
|
f8468529
|
Removed contact shadows on light transmission
|
7 年前 |
GitHub
|
33e0aa28
|
Merge pull request #1545 from Unity-Technologies/lw/shadow-optimization-v2
Lw/shadow optimization v2
|
7 年前 |
Antoine Lelievre
|
447b05b3
|
Raw PCSS import from DREAM-2018.2 project
|
7 年前 |
sebastienlagarde
|
2fce5809
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline
|
7 年前 |
sebastienlagarde
|
33638690
|
Core: Add mini profiler for easier CPU perf control
|
7 年前 |
Felipe Lira
|
f8cd72cb
|
updated release notes
|
7 年前 |
Martin Thorzen
|
8dc1c1be
|
Adding test scene for Shader Graphs.
This first Scene is for all teh Maths nodes
|
7 年前 |
Kay Chang
|
faee5b5e
|
Fixed compilation errors for Switch platform.
|
7 年前 |
Stephane Laroche
|
333ce3d1
|
StackLit : Working LTC Area lights. Fixed GetBakedDiffuseLighting to use the diffuseEnergy factor calculated when coat is enabled, along with SSS texturing modes.
|
7 年前 |
GitHub
|
38b060ce
|
Update CHANGELOG.md
Updates to Martin's changes, according to Peter's comments.
|
7 年前 |
Stephane Laroche
|
7f579046
|
Optimization for LTC area light: reusing already fetched FGD (clearcoat will now use FGD too instead of point-wise Fresnel term hack).
|
7 年前 |