Julien Ignace
5242cd7f
Removed #ifdef for C++ dependent code in TextureCache.
7 年前
Julien Ignace
2b609ae4
- Split Debug classes in separate files
- Free Camera controls are now disabled when debug menu is enabled.
7 年前
Julien Ignace
6145dbe8
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into feature/realtimeCubemap
7 年前
Julien Ignace
1f62747c
- Renamed texture cache "update count" tout "slice entry hash"
- Updated real time cubemap scene baked data
7 年前
Julien Ignace
ba464403
Moved macros to Macros.hlsl
7 年前
Frédéric Vauchelles
b3297fb6
[Cubemap] Added BC6H support for ReflectionProbeCache
7 年前
Julien Ignace
e5480b0c
Temporarily removed code dependent from C++ PR in order to do a PR.
7 年前
Julien Ignace
1308feb1
Merge branch 'feature/realtimeCubemap' of https://github.com/Unity-Technologies/ScriptableRenderLoop into feature/realtimeCubemap
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
7 年前
Frédéric Vauchelles
fe773302
Merge master
7 年前
Julien Ignace
05d9c93b
Missing realtime cubemap scene files.
7 年前
Julien Ignace
a7fec507
- Added new Global and Frame settings to start refactoring them.
- Removed Specular/Diffuse global dimmer from serialized global setting and put them in per frame lightingSettings instead.
7 年前
Julien Ignace
71fed2e5
Small cleanup and fixes
7 年前
Julien Ignace
4941176b
Updated realtime cubemap test scene
7 年前
Felipe Lira
4ec26522
Removed obsolete comment
7 年前
Julien Ignace
e6fca8d2
Fixed crash in editor caused by previoous CL
7 年前
Felipe Lira
28a20cf9
Small change to serialized property in lightweight asset.
7 年前
Julien Ignace
202259ba
- Fixed Render() to loop over all cameras (otherwise more than one off-screen camera did not work...)
- Fixed TemporaryRT deallocation which broke looping several time in the same render loop.
- Fixed Merge issues.
7 年前
Felipe Lira
2afc78cf
Changed lightweight asset to define total amount of pixel lights instead of additional pixel lights. That was confusing for most people. Also limited vertex light to 4.
7 年前
Felipe Lira
d72cae5f
Minor shader optimization
7 年前
Felipe Lira
55665f03
Replaced explicit render texture creation mode with RenderTextureDescriptor
7 年前
Felipe Lira
42e09fc5
Added correct template images for test scenes.
7 年前
Felipe Lira
5224d3ba
Fixed issue in test framework that was incorrectly blending alpha. Fixed issue in specular of simple lighting shader.
7 年前
Felipe Lira
9233eae4
Minor fix to the CoreUtils depth slice change.
7 年前
Felipe Lira
cdde6929
Fixed build error on android.
7 年前
Paul Melamed
c4761310
color map and normal maps working for decals
7 年前
Paul Melamed
d9dc83f4
decal projects correctly onto dbuffer albedo surface (test pattern)
7 年前
Paul Melamed
650a7ab4
debugging projecting a decal onto geometry
7 年前
Paul Melamed
982555b5
beginning work on decal shader
7 年前
Julien Ignace
0a60dd2a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into feature/realtimeCubemap
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
7 年前
Felipe Lira
7867cec0
Fixed some issues on OpenGL and fixed test scene 007 material keywords.
7 年前
Felipe Lira
4654dbdf
Added depth slice to SetRenderTarget SRP api.
7 年前
Felipe Lira
69f92503
Fixed issue that caused wrong RT setup for platforms that support MSAA back buffer.
7 年前
Felipe Lira
161e43f7
Fixed a compiler shader error introduced in last commit.
7 年前
Felipe Lira
2d7d95e7
Added support to subtractive mixed light mode.
7 年前
Felipe Lira
70a6735a
Small change to camera inspector to only display forward rendering path,
7 年前
Felipe Lira
ed1d3a8f
Merge branch 'Unity-2017.3' into LightweightPipeline
7 年前
Felipe Lira
645aa670
Fixed missing material reference in test 11.
7 年前
Felipe Lira
e4ffdd2d
Merge branch 'Unity-2017.3' into LightweightPipeline
7 年前
Julien Ignace
58ea35a7
Null pointer exception fix when no directional light in the scene.
7 年前
Julien Ignace
b4a35f1f
Probe Cache: Fixed conversion shader to use the proper mip when input texture was not the right size.
7 年前
Julien Ignace
faa9bda2
- ConvertTexture is now properly called from the CommandBuffer and not Graphics in the Texture Cache
- Fixed probe convolution to not happen when rendering realtime probes.
- Fixed Sky Environment update to happen at the beginning of the frame (so during reflection probe updates if any) to avoid visual lag in reflections.
7 年前
Julien Ignace
8b37cbb5
Reflection Probe Cache: Handled input of the wrong size/format with an additional conversion step.
7 年前
Julien Ignace
1a5590ab
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into feature/realtimeCubemap
# Conflicts:
# TestbedPipelines/OnTileDeferredPipeline/OnTileDeferredRenderPipeline.cs
7 年前
Julien Ignace
ae40eca7
Missing files
7 年前
Julien Ignace
f901ecbc
Realtime Reflection Probes WIP: Implemented Specific Reflection Probe cache and do the GGX convolution on GPU for every probes.
7 年前
Julien Ignace
11c1d9a8
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into feature/realtimeCubemap
7 年前
Felipe Lira
4655c92c
Fixed crash in pipeline startup due to missing resources. Removed fog computation from inner fragment shading loop.
7 年前
Felipe Lira
c7738b32
Added a depth prepass for cases when MSAA is enabled and we don't have texture2DMS to resolved depth.
7 年前
Felipe Lira
57fd61c7
Disabled postprocessing and softparticles for VR. Depends on robs PR. Fixed postprocessing beforetransparent effects.
7 年前
Felipe Lira
f61a71e0
Split resourse setup for Mono and Stereo.
7 年前