Felipe Lira
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e3ae9976
|
Fixed issue that was causing point lights to not be shaded when only 1 light was visible.
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7 年前 |
Felipe Lira
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5266236e
|
Added camera inspector for lightweight pipeline.
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7 年前 |
Felipe Lira
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9687b9e9
|
Small cleanup in lighteditor.
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7 年前 |
Felipe Lira
|
23ae75d9
|
pushing deleted meta folders.
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7 年前 |
Felipe Lira
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457ae515
|
Removed editor scripts to root editor folder.
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7 年前 |
Felipe Lira
|
4c947d69
|
Create custom light inspector for lightweight pipeline.
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7 年前 |
Felipe Lira
|
8c9baae9
|
Fixed points lights that were wrongfully lit when additional pixels lights were zero.
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7 年前 |
Felipe Lira
|
ee5a618b
|
Added code to make BeforeTransparent postfx work. We need a way to check when the effect is enabled to properly make it work.
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7 年前 |
Andre McGrail
|
8b5b9ea5
|
Added test 041_Lighting_BasicArea for area light
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7 年前 |
Andre McGrail
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2978ddd1
|
Fixed test 040_UpgradeScene FBX import options
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7 年前 |
Andre McGrail
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67918a7b
|
Added 040_UpgradeScene test, this is essentially Nightmare converted to LWpipe
Added touch support for the LWpipeSwitcher script
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7 年前 |
Felipe Lira
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e8bd18b1
|
Removed attenuation texture from project.
|
7 年前 |
Felipe Lira
|
dc533887
|
Fixed light sorting popping. Changed the way main light is computed. It can only be a directional light or a light that casts shadow.
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7 年前 |
Felipe Lira
|
9ac0c202
|
fixed bug in vertex light count
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7 年前 |
Felipe Lira
|
35a2a905
|
Fixed bug in vertex lighting caused by casting due to typo.
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7 年前 |
Andre McGrail
|
50cc3b9d
|
Added debugging scene for PBR shader and lighting
|
7 年前 |
Felipe Lira
|
ac7847d3
|
Fixed type in SPECULAR_SETUP keyword
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7 年前 |
Felipe Lira
|
8f6a326d
|
Removed Attenuation texture dependency due to precision issues with an alpha8. Optimized attenuation function to use 1 MAD instruction for the smooth factor.
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7 年前 |
Andre McGrail
|
4970e7fa
|
Added debugging scene for specular issue
|
7 年前 |
Andre McGrail
|
c06a72c0
|
Tweaks to existing tests
Setup both particle tests(29 & 37) to work in the edit mode test
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7 年前 |
Andre McGrail
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2e3bce5f
|
Switched terrain scene over to the Lightweight shader
Added meta files
|
7 年前 |
Felipe Lira
|
c06f7217
|
Added support to bumpmap scale.
|
7 年前 |
Felipe Lira
|
2b0043df
|
fixed lightmap sampling in terrain standard shader.
|
7 年前 |
Felipe Lira
|
7cad2ae7
|
Small fix
|
7 年前 |
Felipe Lira
|
637f73f9
|
Fixed alpha issues in scene camera.
|
7 年前 |
Paul Melamed
|
0be6b369
|
started the decal branch
|
7 年前 |
sebastienlagarde
|
3f72173b
|
Fix issue with wrong blend hierarchy used
|
7 年前 |
sebastienlagarde
|
e2537ce0
|
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-refraction-cubemap-support
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
|
7 年前 |
sebastienlagarde
|
5fab912f
|
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Refactor-LightLoop-Glue-Code
|
7 年前 |
sebastienlagarde
|
c0b5b529
|
HDRenderPipeline: Fix issue with accumate light not accumulating correctly
|
7 年前 |
sebastienlagarde
|
6c9a5ca6
|
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-refraction-cubemap-support
|
7 年前 |
sebastienlagarde
|
bc558cb7
|
HDRenderPipeline: Rename ImageBasedLighting to IndirectLighting
|
7 年前 |
Frédéric Vauchelles
|
862ddcdd
|
Updated tests
|
7 年前 |
sebastienlagarde
|
687e2270
|
fix aggregateLighting typo
|
7 年前 |
Frédéric Vauchelles
|
a1b6f2fd
|
Restored basic BC6H compression
|
7 年前 |
sebastienlagarde
|
1d286a5e
|
Refactor after feedback of the PR
|
7 年前 |
Frédéric Vauchelles
|
317de042
|
Use the texture count instead of hash to detect runtime updates for textures
|
7 年前 |
sebastienlagarde
|
a03ef23d
|
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Refactor-LightLoop-Glue-Code
|
7 年前 |
Sebastien Lagarde
|
c368db5a
|
HDRenderPipeline: Add support for light specular color tint
|
7 年前 |
Frédéric Vauchelles
|
2fb41866
|
(wip) Added BC6H fast encode
|
7 年前 |
Sebastien Lagarde
|
aab7798a
|
HDRenderPipeline: Add refraction cubemap support
- Just a draft, don't work correctly
|
7 年前 |
Frédéric Vauchelles
|
5d435f0e
|
Test scene for realtime cubemaps
|
7 年前 |
Sebastien Lagarde
|
935bfd9b
|
HDRenderPipeline: Refactor LightLoop glue code
- add a "Lighting" structure in material that replace LightAccumulator
- use it in all prototype
- Material now apply the weights
|
7 年前 |
GitHub
|
3ed7e798
|
Merge pull request #526 from Unity-Technologies/Refactor-Lit-shader
HDRenderPipeline: Split Lit and LayeredLit data file in several part to make it more readable
|
7 年前 |
Andre McGrail
|
ba821dcf
|
Updated and cleaned all LW pipe tests and re-created template images
|
7 年前 |
sebastienlagarde
|
4287ed02
|
HDRenderPipeline: Split Lit and LayeredLit data file in several part to make it more readable
|
7 年前 |
GitHub
|
d4f061ad
|
Merge pull request #527 from EvgeniiG/Unity-2017.3
Fix small issues with the Disney Diffuse BRDF
|
7 年前 |
Andre McGrail
|
37a9b54a
|
Updated test 028 CustomPostProcessing
|
7 年前 |
sebastienlagarde
|
bb4add89
|
Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into Unity-2017.3
|
7 年前 |
Felipe Lira
|
d6f0dcaf
|
Fixed the issues that was causing the direcitonal lightmaps to be overbright.
|
7 年前 |