371 次代码提交 (508adf85-a8a8-443a-8f86-96300172aa85)

作者 SHA1 备注 提交日期
sebastienlagarde f79e6c68 HDRenderPipeline: Add comment to SSS and introduce min fp16 value 8 年前
sebastienlagarde 9b276ecd HDRenderPipeline: Update SSS comment 8 年前
Tim Cooper 696ae193 Fixing memory allocations 8 年前
Evgenii Golubev 659a047c Remove unnecessary preprocessor tests 8 年前
GitHub e6913aed Support transmission for the Basic SSS 8 年前
Tim Cooper 8b0f6d4c use pooling 8 年前
Evgenii Golubev d752b30a Fix the bug with the radius scale in SSS 8 年前
sebastienlagarde 5f0ef8c2 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
Evgenii Golubev bb3e5805 Support transmission for the Basic SSS 8 年前
uygar e08c2202 Fixed biasing in the wrong direction for MSMs. 8 年前
sebastienlagarde f7883ba7 HDRenderPipeline: Minor update in the UI to not display mettallic when using SSS material 8 年前
Evgenii Golubev 6df17974 Implement a more accurate and efficient version of GetLocalFrame() 8 年前
Felipe Lira fb82cb32 Added helper sampler function and conversion between colorspaces. 8 年前
Evgenii Golubev 9a651afa Add the bilateral toggle support for the basic SSS model 8 年前
Thomas Hourdel 05d8abb9 Removed debug symbols 8 年前
sebastienlagarde 968380ab Fix the issue with selection of the SSS model at runtime 8 年前
Evgenii Golubev 627000c2 Merge branch 'master' 8 年前
Thomas Hourdel dcedff6e Added motion vectors support; Refactored HDCamera 8 年前
sebastienlagarde fbf0ebbe - Added port of layered shader to legacy (quick and dirty, not supposed to be used/maintained) 8 年前
uygar f166177b Disabled depth clipping for shadowmap passes. 8 年前
sebastienlagarde 9f8e113e Fix the vertical SSS pass 8 年前
sebastienlagarde 9fd195b4 Set world scales for the basic SSS 8 年前
Evgenii Golubev a61d4a42 Fix the issue with selection of the SSS model at runtime 8 年前
sebastienlagarde 13746aff Revert the 'disctScale' test change 8 年前
Evgenii Golubev aab84ed7 Fix the vertical SSS pass 8 年前
sebastienlagarde 3874d043 forget to apply transittance 8 年前
Evgenii Golubev 14475c37 Set world scales for the basic SSS 8 年前
sebastienlagarde 525f10dd HDrenderPipeline: Add transmissoin on GI 8 年前
Evgenii Golubev 63a49ce7 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into upstream 8 年前
Evgenii Golubev f27a7df2 Update ShaderVariables.hlsl with changes from Unity 8 年前
Evgenii Golubev 70499455 Switch to HDCamera matrices (WIP, shadows have not yet been fixed) 8 年前
Felipe Lira 7b9c5509 Fixed issue that was causing Lightweight pipeline to not be disposed/recreated when changing asset settings. 8 年前
sebastienlagarde db2d8ec4 missing a meta files 8 年前
sebastienlagarde 4a657303 HDRenderPipeline: Update all asset and resources 8 年前
Tim Cooper acb5e6cb rename CullingParameters -> ScriptableCullingParameters 8 年前
Felipe Lira 12c9973a Fixes to previous commit. GetVisibleRenderersCount() is not yet in main SRP branch, which would cause compiler errors. Value initialized to a constant for now. 8 年前
uygar 0cf2dd7b Added min/max values to the shadowmap debug drawer to control the output value range. Also added controls for the new values to the lightingdebug panel. 8 年前
uygar 2e691da9 Modified creation of shadowmap, so subclasses can override texture settings before the RTID gets created. 8 年前
Felipe Lira a2f2b1e9 When only a single directional light is available we don't set per object lights. Added drawRenderers with SRP default light pass to render sprites. 8 年前
Evgenii Golubev f6034d4c Revert the 'disctScale' test change 8 年前
GitHub 17c2ab06 Merge pull request #297 from EvgeniiG/upstream 8 年前
Evgenii Golubev 196de9cc Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into upstream 8 年前
Evgenii Golubev 4b7caf6a Merge branch 'upstream/Update-SSS' into upstream (without the reference mode) 8 年前
Evgenii Golubev 8c24c1f0 Adjust the intensity of the SSS profile visualization 8 年前
Evgenii Golubev e996e9cd Update the SSS profile used for the head 8 年前
Evgenii Golubev 1fd43220 Disable alpha of transmission tint 8 年前
Evgenii Golubev 7851fe34 Force non-0 indirect lighting to avoid SSS artifacts 8 年前
Evgenii Golubev ad52d33f Improve handling of the radius of 0 8 年前
Evgenii Golubev c609e9a1 Improve SSS profile visalization 8 年前
sebastienlagarde ca905a47 Improve SSS profile visalization 8 年前