Sebastien Lagarde
52f90645
HDRenderPipeline: Parrallax occlusion mapping add lod fading
8 年前
Sebastien Lagarde
6a2f84cb
HDRenderPipeline: Fixx issue with tessellation (Shadow, depthonly, distortion)
8 年前
GitHub
d5396bc4
Merge pull request #112 from Unity-Technologies/Move-all-are-LTC-data-in-one-texture2DArray
HDRenderPipeline: Move all LTC data in one texture2DArray
8 年前
Sebastien Lagarde
bbf9674c
HDRenderPipeline: Move all are LTC data in one texture2DArray
Required to save ressource index for PS4 until playstation platform team
fix the issue of limited resource (16 texture + compute buffer)
8 年前
GitHub
2c21b8bb
Merge pull request #111 from Unity-Technologies/Fix-Discrenpency-forward-deferred
HDRenderPipeline: Fix discrepencey forward deferred
8 年前
Sebastien Lagarde
6c05ce51
HDRenderPipeline: Fix compil issue + discrepencey forward deferred
8 年前
Antti Tapaninen
19b9d7f6
add new macros that were missing from Metal.hlsl
8 年前
GitHub
272bdc72
Merge pull request #110 from Unity-Technologies/LayeredLit
Added V2 of height base blend + inherit from base layer albedo option.
8 年前
sebastienlagarde
298c7695
HDRenderPipeline: Clean some code in Tessellation
8 年前
GitHub
297cb6ad
Merge pull request #109 from Unity-Technologies/Add-object-scale-for-tessellation
Add object scale for tessellation
8 年前
sebastienlagarde
bcc0a738
HDRenderPipeline: Missing scale
8 年前
sebastienlagarde
e25f8c19
HDRenderPipeline: Add object scale
8 年前
sebastienlagarde
6c49eb5c
SRL: Fix issue with Texture2D_float not recognize on windows + format
8 年前
GitHub
2ba6f819
Merge pull request #108 from Unity-Technologies/metal
Initial macOS Metal support for HDRenderPipeline + some iOS fixes in FTPL
8 年前
GitHub
89421bcf
Merge branch 'master' into metal
8 年前
mmikk
65dc77ef
fix something obvious :)
fix something obvious :)
8 年前
Antti Tapaninen
13ea9eba
fix a typo from 6a559794e99deb97862d7665ded84ac0396dbcf3
8 年前
mmikk
53139a71
prevent crash on iOS from illegal access
prevent crash on iOS from illegal access. In HLSL, unlike c++, for the
statement if(A && B) B is executed whether A succeeds or fails. In this
case the result is a crash on iOS (since we convert from hlsl to d3dasm
to metal).
8 年前
Evgenii Golubev
d1ed6394
Split lighting for all materials into diffuse and specular
8 年前
Juho Oravainen
4320bff0
Initial metal support kickoff. Tweaked shader pragma targets from 5.0 to 4.5. Added metal to only_renderers lists. Added initial platform header API/Metal.hlsl. Couple of include paths changed to absolute until a bugfix lands on Unity side.
8 年前
GitHub
32b2a51e
Merge pull request #107 from Unity-Technologies/Add-POM-and-Tesselation-Test-Level
fix pom issue
8 年前
Evgenii Golubev
4cf1213b
Implement the pass combining specular with diffuse and SSS
8 年前
Antti Tapaninen
65e1c7e7
workaround hlsl bytecode/metal output issue that only triggered on iOS
8 年前
sebastienlagarde
d3d2750f
HDRenderPipeline: Small fix that cause POM to be tiled
8 年前
Evgenii Golubev
8b521e10
Merge branch 'master' into SSSSS
8 年前
Antti Tapaninen
81f3ecea
increase precision to full floats for _CameraDepthTexture
8 年前
sebastienlagarde
c91d56dd
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-POM-and-Tesselation-Test-Level
8 年前
GitHub
4ed323aa
Merge pull request #105 from Unity-Technologies/Add-POM-and-Tesselation-Test-Level
Add pom and tesselation test level
8 年前
Antti Tapaninen
3b4a5fb9
update submodule revision
8 年前
sebastienlagarde
d7a39bc6
HDRenderPipeline: Add tessellation test
8 年前
Antti Tapaninen
f97d3a10
tweak project settings for metal
8 年前
sebastienlagarde
613a80ee
HDRenderPipeline; Add Pom test level
8 年前
Julien Ignace
4ce76493
Added V2 of height base blend + inherit from base layer albedo option.
8 年前
Antti Tapaninen
cbf11282
add Hidden/CubeToPano to always included shaders
8 年前
sebastienlagarde
cf6dab8e
HDRenderPipeline: Disable (not implemented) IES lights to save one slot on PS4 (until PS4 is fix)
8 年前
GitHub
2998dd35
Merge pull request #104 from Unity-Technologies/Add-ParallaxOcclusionMapping
Add parallax occlusion mapping (near working version)
8 年前
sebastienlagarde
69e1e4fa
HDRenderPipeline: Version that work but have a tiling bug. Push for julien
8 年前
Evgenii Golubev
212f861f
Use a new workaround for Utilities.DrawFullscreen()
8 年前
sebastienlagarde
b82ad07d
HDRenderPipeline: Push compiling code
8 年前
Evgenii Golubev
2bfdeef3
Output diffuse lighting into a separate render target
8 年前
sebastienlagarde
5a9cce71
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-ParallaxOcclusionMapping
8 年前
GitHub
fe3b2295
Merge pull request #103 from EvgeniiG/master
Fix sky rendering bugs
8 年前
Evgenii Golubev
d5c68fe1
Implement DrawFullscreen() with MRT support
8 年前
Evgenii Golubev
ddbfc573
Fix sky rendering bugs
8 年前
Tim Cooper
c3449ff8
[HDLoop] Use scene singleton pattern for skysettings and common settings. The idea is that when a scene is activated we look to see if there are any override settings in that scene; if so we apply them. If there are no override settings we just do the default.
8 年前
Evgenii Golubev
020f5c12
Implement the full screen triangle shader
8 年前
Evgenii Golubev
ddd20ccc
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Tim Cooper
aa75277c
[refactoring] HDLoop to do nice allocate / deallocate based on instantiation of loop instances.
8 年前
Evgenii Golubev
34c8c87d
Make RenderTextures explicitly linear
8 年前
sebastienlagarde
937ba3f0
HDRenderPipeline: Missing file for POM
8 年前