GitHub
2b47951c
Merge pull request #314 from Unity-Technologies/Move-matId-Specular-in-Standard
Update materialId management in Lit (Optimization + one slot saved)
8 年前
Sebastien Lagarde
cd023e6c
HDRenderPipeline: Fix issue with specular color and packing precision
8 年前
Sebastien Lagarde
1ed5cfbe
HDRenderPipeline: Update all material in test scene
8 年前
Sebastien Lagarde
00211652
HDRenderPipeline: Update also litTessellation.shader
8 年前
Sebastien Lagarde
e9e6cf59
HDRenderPipeline: Specular color mat id is no more store as material id
- Instead of wasting one value in materialId (only 4 availabe, we reuse
the matid standard and the value in the specular), it allow to have 2
matId free.
- Optimize the code with shader features for materialID
8 年前
Julien Ignace
1e070858
Update BasicProfiling scene
8 年前
sebastienlagarde
a7ee1111
HDRenderPipeline: Split AdditionalLightdata into HDAdditionalLight and AdditionalShadowData
HDAdditionalLight is dedicated to the render pipeline
AdditionalShadowData is common to all render pipeline
8 年前
GitHub
4ffb93c9
Merge pull request #312 from Unity-Technologies/Add-AdditionalCameraData
HDRenderPipeline: Add AdditionalCameraData to have choice of rendering path
8 年前
sebastienlagarde
8ad719be
HDRenderPipeline: Add AdditionalCameraData to have choice of rendering path
8 年前
sebastienlagarde
a311adc9
HDRenderPipeline: Remove LegacyLayered and Performancecheck of shaders code
8 年前
GitHub
31a82643
Merge pull request #311 from Unity-Technologies/Branch_FixPS4_CB_Layout
Fixed various over uniforms in Constant Buffers
8 年前
Tim Cooper
88c53704
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into reduce-gc
# Conflicts:
# Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs
8 年前
Felipe Lira
0a1fead0
Fixed rendering when no lights we present in the scene. Updated test scenes and images.
8 年前
Felipe Lira
94744828
Removed shadow sampling from loop, shadow bias taken from light, improved shadow algorithm
8 年前
Felipe Lira
578640d3
Optimized shader path for single directional light.
8 年前
Tim Cooper
b1156959
[gc]Convert to pooling
8 年前
GitHub
cd883013
Merge pull request #310 from Unity-Technologies/Branch_FixPS4_CB_Layout
Removed all uniforms from global namespace in shaders to ensure coherent constant buffer layout in compute shaders across kernels.
8 年前
Tim Cooper
0da91305
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into reduce-gc
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
8 年前
sebastienlagarde
c0a972b5
HDRenderPipeline: Move materials upgrader menu item to same location than for LT
8 年前
sebastienlagarde
dffcbac5
HDRenderPipeline: Move some item to submenu + add comment on velocity for GBfuffer pass
8 年前
GitHub
60fc3c73
Merge pull request #309 from Unity-Technologies/Branch_FixPS4_TexInCB
Removed texture declaration from CBuffer in Lit.shader (fixes broken parameter bindings on PS4 caused by shader reflection code problem on PS4 in this case).
8 年前
GitHub
c9e4d184
Merge pull request #308 from EvgeniiG/master
Minor improvement of the Disney SSS
8 年前
Evgenii Golubev
0d19f596
Make the comment less ambiguous
8 年前
Evgenii Golubev
4fd124e4
Clamp in a more intuitive manner
8 年前
Evgenii Golubev
5eba7930
Use the radius of the central sample in the shader
8 年前
Evgenii Golubev
98c12207
Add sampling helpers
8 年前
Julien Ignace
602c3afe
Fixed various over uniforms in Constant Buffers
8 年前
Evgenii Golubev
3d0666f6
Use cell-centered samples for the Z (or R) coordinates
8 年前
Julien Ignace
512668d7
Removed all uniforms from global namespace in shaders to ensure coherent constant buffer layout in compute shaders across kernels.
8 年前
Evgenii Golubev
5140b73c
Add a view-space normal visualization mode for the Disney SSS
8 年前
Evgenii Golubev
0a7924ff
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into hdrp_matrix
8 年前
Julien Ignace
12a51499
Removed texture declaration from CBuffer in Lit.shader (fixes broken parameter bindings on PS4 caused by shader reflection code problem on PS4 in this case).
8 年前
GitHub
2238da85
Merge pull request #307 from EvgeniiG/upstream
Implement tangent plane SSS
8 年前
GitHub
bbf10ec8
Merge pull request #306 from Unity-Technologies/Branch_LayeredPhoto-FixUV2
Fixed missing method
8 年前
Julien Ignace
5f570c47
Fixed missing method
8 年前
GitHub
667081d8
Merge pull request #305 from Unity-Technologies/Branch_LayeredPhoto-FixUV2
Fixed UV2 for legacy layered shader.
8 年前
Julien Ignace
7beb4d48
Fixed UV2 for legacy layered shader.
8 年前
Evgenii Golubev
0207e772
Enable more color bleeding by default for the Disney SSS
8 年前
GitHub
36881128
Merge pull request #303 from Unity-Technologies/movecs
Motion vectors support
8 年前
Thomas Hourdel
511c92a2
Comment
8 年前
Evgenii Golubev
2cac41ab
Optimize tangent plane SSS
8 年前
Thomas Hourdel
48dd52b8
Updated post-processing to the latest revision
8 年前
Evgenii Golubev
02f3c36a
Rename preprocessor definitions
8 年前
Thomas Hourdel
d6d79ab8
Added a few comments
8 年前
Evgenii Golubev
288c9b13
Add an SSS_CLAMP_BLEED option
8 年前
Thomas Hourdel
ee023447
Updated HDPipeline resources
8 年前
Evgenii Golubev
2ecf7c3d
Implement world-space tangent plane integration
8 年前
Thomas Hourdel
4acdd75e
Merge branch 'master' into movecs
8 年前
GitHub
6be507c7
Merge pull request #302 from EvgeniiG/upstream
Fix the SSS radius range bug and clean up the shader
8 年前
Evgenii Golubev
c092103a
Merge branch 'master'
8 年前