sebastienlagarde
4ed252e3
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-clear-coat
7 年前
GitHub
26b677d6
Merge pull request #369 from EvgeniiG/master
Factor out EvaluateTransmission() & premultiply
7 年前
Evgenii Golubev
5e60f635
Merge branch 'master'
7 年前
Evgenii Golubev
49f52c6c
Factor out EvaluateTransmission() & premultiply
7 年前
GitHub
7be53b88
Merge pull request #368 from Unity-Technologies/maxSmoothness-and-disable-range-attenuation
Add support to disable range attenuation and control max smoothness
7 年前
GitHub
2e04dfe0
Merge pull request #367 from EvgeniiG/master
Port Morten's orthographic FPTL changes into HDRP
7 年前
Evgenii Golubev
845d5061
Port Morten's orthographic FPTL changes to HDRP
7 年前
sebastienlagarde
e2c021c4
Add clear coat material in Lit + few cleanup
7 年前
GitHub
e4df0571
Merge pull request #366 from EvgeniiG/master
Switch transmission units of Jimenez SSS to millimeters
7 年前
Evgenii Golubev
2a4e6b99
Switch transmission units of Jimenez SSS to millimeters
7 年前
sebastienlagarde
cb91c226
HDRenderPipeline: Fix issue with POM and layered shader
7 年前
GitHub
69547582
Merge pull request #365 from EvgeniiG/master
Fix Disney SSS for Intel GPUs
7 年前
Evgenii Golubev
9b33356f
Fix Disney SSS for Intel GPUs
7 年前
sebastienlagarde
4bc93c9f
Add support to disable range attenuation and control max smoothness on light to fake sphere light
7 年前
Filip Iliescu
ac2b77ef
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
7 年前
GitHub
590566d8
Merge pull request #364 from Unity-Technologies/Branch_RenameLayeredShader
Renamed LayeredLit shader to InfluenceLayeredLit
7 年前
Robert Srinivasiah
2f73a249
Fixed typos in BasicRenderPipeline
7 年前
Filip Iliescu
5e85f85f
set up clear/dont care and memoryless render targets on attachments we dont have to store
7 年前
Filip Iliescu
04e8226d
rename pipeline to OnTileDeferred since its not officially the mobile pipeline until deemed so
7 年前
Filip Iliescu
15851ae5
remove unused files
7 年前
Filip Iliescu
28a25cc0
merged master
7 年前
Filip Iliescu
bb97cb99
some comments
7 年前
Filip Iliescu
f28bc5a4
cleanup: reuse light matrix calculation code
7 年前
Filip Iliescu
2e7987d4
test scene changes to have all scenes use deferred on camera when using built-in
7 年前
Filip Iliescu
43be2f48
push a couple project settings that impact things working using metal
7 年前
Filip Iliescu
46f3b214
workaround to enable renderpasses without latest changes from graphics/renderpass on graphics/srp
7 年前
Yuanxing Cai
77e26863
Merge branch 'master' into crash-fixes
7 年前
Tim Cooper
f9b09347
remove testable suffix (not needed)
7 年前
Tim Cooper
28cf7cb6
Upgrade to trunk based graph view.
7 年前
Tim Cooper
870f055f
Remove graph view.
7 年前
Tim Cooper
3ff875cf
minor tidy of files
7 年前
Yuanxing Cai
daa21fd3
Fixed a crash when deleting nodes from the graph.
7 年前
Tim Cooper
c54ee0eb
String compare for generated shader tests should not care about whitespace (we use platform native when generating so there can be differences between windows / mac)
7 年前
Tim Cooper
761baa4b
Reuse editor window for a graph if the window is already open.
7 年前
Tim Cooper
d2627032
Start work on 'unit testing' each node.
7 年前
Mads Ronnow
3ecf6537
Cleaned up MaterialGraphPreviewGenerator
7 年前
Mads Ronnow
87be495a
Getting rid of PreviewRenderUtility
Still a bit draft like. Needs to be properly checked for disposing of
data correctly.
Added checkboard background to preview. B
Bug: checkerboard disappears after windows loses and regains focus and
the node is moved around.
7 年前
Peter Bay Bastian
bdd1ae34
Make MaterialGraphPreviewGenerator disposable
7 年前
Filip Iliescu
b5178bda
add a reflection probe test to handle the HDR camera bug
7 年前
Filip Iliescu
40bd91ef
update tests to cover recently discovered and fixed issues like the flipped y and HDR differences previously fixed
7 年前
Filip Iliescu
ac0dbace
get renderpass to work on iOS by removing the extra camera setup before the final blit and setting up the render attachments exactly how i expect them to be processed.
7 年前
Filip Iliescu
f10d63ca
with renderpasses we are no longer using UVs to look up framebuffer textures, which would have acccounted for a flip in y, so we now need to insert a flip in y based off how unity is treating the render surface. this fixes a flip in projection for deferred shader
7 年前
Filip Iliescu
f7e8412b
renderpass API mostly working although forward is inverted in Z for some reason
7 年前
Filip Iliescu
3d513860
WIP: renderpass refactor to enable both scene view and depth reads
7 年前
Filip Iliescu
23202e49
merge in OnTileDeferredBranch after merging in master to it
7 年前
Filip Iliescu
6ef0b7ab
merge in Mortens changes from master
7 年前
Filip Iliescu
41b0ab25
post merge: update shadow code
7 年前
Filip Iliescu
4adbf45e
Merge branch 'master' into OnTileDeferred
7 年前
Filip Iliescu
fec938bb
dont use static for ComputeBuffers
7 年前
Filip Iliescu
24a740f9
lighting tweaks
7 年前