364 次代码提交 (523323d4-67aa-49b1-9808-45ab2aa91129)

作者 SHA1 备注 提交日期
Evgenii Golubev 523323d4 Switch back to the regular alpha blending 7 年前
Evgenii Golubev 80d8a4bc Move HomogeneousFog component 7 年前
Evgenii Golubev b61606f0 Use real in Filtering.hlsl 7 年前
Evgenii Golubev 39e3d26a Add comments 7 年前
Evgenii Golubev 69102f84 Remove the "in" qualifier 7 年前
Evgenii Golubev 0666c94b Rename intersection functions for consistency 7 年前
Evgenii Golubev 92e0a559 Merge BoxRayIntersect() and IntersectRayAABB() 7 年前
Evgenii Golubev decbf974 Clearing a 3D texture doesn't seem to work 7 年前
Evgenii Golubev 6cfd56fe Enable opaque atmospheric scattering for volumetric lighting 7 年前
Evgenii Golubev 51cdd667 Move some files 7 年前
Evgenii Golubev b8684ef4 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into volumetrics 7 年前
Evgenii Golubev c86b3214 Merge branch 'master' 7 年前
Evgenii Golubev c54f7d45 Add a missing *.meta file 7 年前
Evgenii Golubev 1a5253aa Disable volumetrics 7 年前
Evgenii Golubev 8a1d4d6b Fix initialization bug 7 年前
Evgenii Golubev 9d6e296f Add a comment 7 年前
Evgenii Golubev abd2e6a8 Factor out VBuffer code 7 年前
Evgenii Golubev 9ad0328e Update comment 7 年前
Evgenii Golubev 3edb0ad6 Add support for multiple VBuffer views 7 年前
Evgenii Golubev 389ea636 Move the volumetric lighting preset to ShaderConfig 7 年前
Evgenii Golubev 24634f16 Reduce the reliance on macros for sampling the V-Buffer 7 年前
Evgenii Golubev 14a2be10 Implement biquadratic filtering of the volumetric lighting 7 年前
Evgenii Golubev 4d0996e2 Use HW trilinear filtering for V-Buffer sampling 7 年前
GitHub cf64846a Update comment 7 年前
Evgenii Golubev 0e919cf3 Add a TODO 7 年前
Evgenii Golubev bfa0fe64 Reintroduce the sampling pattern rotation 7 年前
GitHub 811cea70 Add a comment about animated lights 7 年前
GitHub cc837bbc Add comments 7 年前
Evgenii Golubev 924b5cb4 Add a hack to reduce flickering due to undersampling 7 年前
Evgenii Golubev 6b3fada4 Remove the pattern rotation and add comments 7 年前
Evgenii Golubev 12ec89ac Rotate the sampling pattern by 15 degrees in order to maximize the resolution along X and Y 7 年前
Evgenii Golubev 0bc6de30 Use RGBHalf - appears to be fixed 7 年前
GitHub 485035dc Replace '>' with '!=', might be faster 7 年前
Evgenii Golubev 3bacf43d Add a kernel without reprojection just for the Editor 7 年前
Evgenii Golubev ee6179f1 Add more comments 7 年前
Evgenii Golubev 97ac113b Add sphere-packed offsets in XY 7 年前
Evgenii Golubev a98ff7da Merge branch 'volumetrics' of https://github.com/EvgeniiG/ScriptableRenderLoop into volumetrics 7 年前
GitHub 9d856f65 Do not use division, prefer rcp() 7 年前
Evgenii Golubev 104a7bbc Document exponential moving average and update the blend factor 7 年前
Evgenii Golubev 0bdfbf03 Add a centered ray direction to better support screen space stratification 7 年前
Evgenii Golubev a013ecb1 Improve the reprojection quality 7 年前
Evgenii Golubev aaf02499 Add a #define to control reprojection 7 年前
Evgenii Golubev 8df9f3db Add some jittering 7 年前
Evgenii Golubev 2b8a0127 Reproject voxel lighting only 7 年前
Evgenii Golubev 9b7488e1 Factor out EvaluateVoxelLighting() 7 年前
Evgenii Golubev 016a51ff Prepare the volumetric reprojection framework 7 年前
Evgenii Golubev ed2c8061 Merge branch 'cam_rel_magic' of https://github.com/EvgeniiG/ScriptableRenderLoop into volumetrics 7 年前
Evgenii Golubev 2e30e761 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into volumetrics 7 年前
Evgenii Golubev fc06d6c6 Move V-buffer sampling to AtmosphericScattering.hlsl 7 年前
Evgenii Golubev 78563feb Merge branch 'master' 7 年前