Evgenii Golubev
7758c3b3
Add a "Max Sky Distance" parameter to the procedural sky
8 年前
Evgenii Golubev
8f41c126
Replace the standard deviation with the scatter distance in centimeters
8 年前
GitHub
32ccb9ac
Merge pull request #246 from EvgeniiG/master
Fix specular artifacts for (NdotV < 0)
8 年前
Evgenii Golubev
0ca73a6a
Switch the thickness remap to centimeters and set the low thickness threshold to 0.5 cm
8 年前
Evgenii Golubev
1f9e3e8f
Fix specular artifacts for (NdotV < 0)
Cost: 1 VGPR.
We clamp NdotV between 0.0001 and 1 as we fill the PreLightData.
However, for direct lighting, this changes neither N nor V. Therefore, when we try to use this clamped NdotV value in other geometric calculations, results occasionally make no sense.
Caveat: if (NdotV < 0) and (NdotL -> 0), H may point in the opposite hemisphere from N. Clamped XdotH products appear to take care of this issue.
8 年前
Evgenii Golubev
29ab36e1
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
mmikk
2d627a06
must return all 4 components for RGBm
must return all 4 components for RGBm
8 年前
mmikk
11d5531b
make this editor cache thing editor only
make this editor cache thing editor only
8 年前
runes
bd5861bc
fixed flickinger with multiple viewports
8 年前
Evgenii Golubev
0f88492f
Clean up #defines
8 年前
runes
a412958b
Added projectors to TileDebug enum
8 年前
Evgenii Golubev
31365e67
Add another sphere light approximation
8 年前
Sebastien Lagarde
d43dde2d
HDRenderPipeline: Change normal tetra 10:10+2 encoding to oct10:10+2 encoding
oct result is similar to tetra but is cheaper.
8 年前
Evgenii Golubev
1a8376bc
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Evgenii Golubev
4406b447
Update the sphere light approximation
8 年前
Evgenii Golubev
f5110cd2
Save 1 cycle
8 年前
Evgenii Golubev
55ddce82
Fix hard clipping artifacts
8 年前
Evgenii Golubev
6c224d47
Merge branch 'master'
8 年前
Evgenii Golubev
2a173afd
Avoid a compiler warning
8 年前
Evgenii Golubev
ff7d6139
Improve formatting
8 年前
Evgenii Golubev
c430aa46
Tweak the area light approximation
8 年前
Evgenii Golubev
091d4389
Make sure there is no energy loss when the light is entirely above the horizon
8 年前
Evgenii Golubev
bb60eead
Update comments
8 年前
Evgenii Golubev
013ae3a2
Clean up and optimize a bit
8 年前
Evgenii Golubev
4cdf5753
Implement fake horizon clipping
8 年前
Evgenii Golubev
8fc77bcd
Do the simplest thing possible
8 年前
Evgenii Golubev
4b648a68
Add full horizon clipping
8 年前
Julien Ignace
9e2f0ea8
- Cleaned Debugging component (not much left there...)
- Camera Switcher now uses the Debug Menu
8 年前
Evgenii Golubev
7d130a77
Remove the case which acos() does not support
8 年前
Julien Ignace
25092737
Simplified (hopefully) the way we display material and lighting debug modes.
Material/Engine/Attributes/GBuffer are now clearly separated in the UI.
8 年前
Evgenii Golubev
0ecd61d6
Save 2 cycles
8 年前
Julien Ignace
4c8c57e2
Fixed last commit for game view.
8 年前
Evgenii Golubev
2322ea2a
Avoid a compiler warning
8 年前
Julien Ignace
9e0e6cb2
Force a repaint of scene view when changing a value in the debug menu.
8 年前
Evgenii Golubev
6bf3cfb7
Add a numerical fit for DiffuseSphereLightIrradiance()
8 年前
Julien Ignace
5708842d
Fixed compilation after merge and small menu layout mistake.
8 年前
Evgenii Golubev
1fdb1555
Update comments
8 年前
Julien Ignace
c31d6106
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_DebugMenu
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs
# Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.asset
8 年前
Evgenii Golubev
3b0e865d
Fix the Mathematica code
8 年前
Evgenii Golubev
819753de
Replace saturate() with a max() to work around a PS4 compiler bug
8 年前
Evgenii Golubev
018f4daf
Optimize and add Mathematica notes
8 年前
Evgenii Golubev
58917ffe
Eliminate artifacts at the boundary of the area light
8 年前
Evgenii Golubev
97db196f
Simplify further
8 年前
Evgenii Golubev
2c75ceb4
Use the greater-or-equal comparison (better behaved)
8 年前
Evgenii Golubev
03679129
Redefine low thickness to be 2 mm
8 年前
Evgenii Golubev
2cfcae90
Fix cookies and shadows not properly affecting transmission
8 年前
Evgenii Golubev
9644d0d6
Further optimize DiffuseSphereLightIrradiance()
8 年前
Evgenii Golubev
25a85c71
Revert the full horizon occlusion case
8 年前
Evgenii Golubev
524431e8
Factor out common code
8 年前
Evgenii Golubev
655339b9
Optimize branches a bit
8 年前