GitHub
1017d3de
Merge pull request #776 from Unity-Technologies/fix-paths-from-pr775
Move script files to Editor folders if needed
7 年前
Frédéric Vauchelles
79d8e824
[PlanarReflection] (wip) render execution for planar reflection
7 年前
Evgenii Golubev
f96d9802
Optimize metallic and fix clear coat
7 年前
Felipe Lira
54aa83bf
Fixed more shader compiler errors due to changes in shader library.
7 年前
Robert Srinivasiah
4a125ead
MSAA works with clustered light list generation
Changed clustered kernel string generation
LightLoop settings disables FPTL with MSAA
Disable SSS HTILE allocation if SSS is diabled (fails with MSAA)
I want to make the config more dynamic, then...I can start re-adding passes!
7 年前
Robert Srinivasiah
a9de3b79
Move script files to Editor folders if needed
Some namespaces (e.g. NUnit) can't be used unless the script is inside an Editor folder.
This moves the minimum set of files to Editor folders, relative to the original file location.
There may be more files that should be re-arranged.
7 年前
Frédéric Vauchelles
1d4bba47
[PlanarReflection]Update UI
7 年前
Evgenii Golubev
2ceb2598
Simplify DecodeFromGBuffer()
7 年前
Felipe Lira
e2a63632
Added VERTEXID_SEMANTIC to api files. Fixed BlitCubeTextureFace shader on gles 2.0.
7 年前
Robert Srinivasiah
d3425de4
Temp updates to enable MSAA rendering w/o errors
Temp MSAA RTs cannot have UAVs generated (enableRandomWrite)
The depth textures need bindMS = true, otherwise, CopyTexture and related ops fail
Now, the light list gen needs to be fixed, and then we can start making progress!
7 年前
GitHub
34136f65
Merge pull request #774 from Unity-Technologies/movecs-depth-fix
Fixed motion vectors not having any depth and rendering in "passthrough mode"
7 年前
Frédéric Vauchelles
d3b61a0b
[PlanarReflection] Added Bake button (wip)
7 年前
Evgenii Golubev
6cda90aa
Rename HasMaterialFeatureFlag() to HasFeatureFlag()
7 年前
Sebastien Lagarde
f83a3287
Update of all shader to zwrite on
7 年前
Felipe Lira
70dbe773
More fixed on particles for gles 2.0
7 年前
Robert Srinivasiah
66789f87
Temp hack enabling some MSAA state
Binding targets is not working though...
7 年前
GitHub
90a417a1
Add a TODO
7 年前
Frédéric Vauchelles
1c4b9f20
[PlanarReflection] updated UI
7 年前
Evgenii Golubev
61786b80
Optimize material classification for uniform feature evaluation
7 年前
Thomas
5a369878
Missed LayeredLit
7 年前
Felipe Lira
57d03db9
fixed unlit particles shader compilation error on gles 2.0
7 年前
Robert Srinivasiah
75345f2b
Start filtering settings dependent on MSAA
Mostly disable stuff, except forward only
7 年前
GitHub
4013d3fa
Merge pull request #775 from Unity-Technologies/HDRP-GraphicTests
Hdrp graphic tests
7 年前
Frédéric Vauchelles
726cdc40
[PlanarReflection] projection fixes
7 年前
Evgenii Golubev
64b8ec4c
Convert thickness to world units and account for the transmission mode
7 年前
Thomas
549354b9
Fixed motion vectors not writing to depth
7 年前
sebastienlagarde
589f5cd1
HDRenderPipeline: Update some comment
7 年前
Frédéric Vauchelles
a8f2aaf5
[PlanarReflection] (wip) box projection issue
7 年前
Evgenii Golubev
4ffd086a
Save 2x instructions on saturate()
7 年前
GitHub
a986a245
Merge pull request #772 from Unity-Technologies/gaussian-filtering-fix
Fixed gaussian pyramid first blit (point -> bilinear filtering)
7 年前
Frédéric Vauchelles
e34bb3af
[PlanarReflection] fix cache type check
7 年前
Evgenii Golubev
3c38c6a1
Allow the compiler to pull the load outside of the loop
7 年前
Thomas
e05f7f24
Fixed gaussian pyramid first blit (point -> bilinear filtering)
Should look smoother and reduce aliasing in motion.
7 年前
Frédéric Vauchelles
5442aee1
[PlanarReflection] parameter renaming
7 年前
Evgenii Golubev
2cc753e8
Define SHADERPASS for deferred lighting
7 年前
GitHub
d9a17bb3
Merge pull request #771 from Unity-Technologies/cleanup-misc
Small fixes, cleanup
7 年前
Frédéric Vauchelles
790cee43
Merge branch 'master' into feature/PlanarReflection
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
7 年前
sebastienlagarde
1b720002
HDRenderPipeline: Fix issue with debug menu and graphic test
7 年前
GitHub
fbce26f6
Merge pull request #770 from Unity-Technologies/update-all-materials
HDRenderPipeline: Update all materials
7 年前
sebastienlagarde
2fd0a788
HDRenderPipeline: Update all materials
7 年前
Evgenii Golubev
a0441eb8
Upgrade FPTL for the new ShaderLibrary
7 年前
GitHub
19ff5eb4
Merge pull request #764 from Unity-Technologies/Refactor-GBuffer-with-material-feature
Rearrange GBuffer and material classification to switch to material features
7 年前
Thomas
72786148
GC fix in LightLoop
7 年前
Thomas
090f131e
Revert renaming
7 年前
Thomas
7d48de83
GC fix for LightLoopSettings
7 年前
Thomas
e0fb15da
Simplified logic
7 年前
Thomas
c2f60a14
Reuse internal FrameSettings to avoid GC stress
7 年前
Paul Melamed
845cd5ab
Store decals in sets per material and do an instanced draw for each set
7 年前
Thomas
69b36beb
Moved the custom sampler stuff out of HDRenderPipeline and streamlined the API
7 年前
Paul Melamed
bd31b3cc
Temp commit, 1st attempt at instanced decals is working.
7 年前