59 次代码提交 (5bec13fc-1761-4aba-b491-62b1feec748d)

作者 SHA1 备注 提交日期
sebastienlagarde 1ec6d8b9 First set of files 8 年前
sebastienlagarde 76f890ea Very minimal loop done, display red shader 8 年前
sebastienlagarde b7ac9b37 HDRenderLoop: Make transparent object working + doublesided mode work 8 年前
Sebastien Lagarde 00d2aece HDRenderLoop: Add few function to the shader library related to far cry 4 talk 8 年前
sebastienlagarde acd11ee0 HDRenderLoop Rename DisneyGGX to Li and convert to whitesapce convention 8 年前
sebastienlagarde 6d8ef108 HDRenderloop: Update Parameters of lit material and update GBuffer layout + add aniso function 8 年前
Sebastien Lagarde bb06ff58 HDRenderLoop: Update Debug view mode for new parameters 8 年前
sebastienlagarde b2a49403 HDRenderLoop; start support of reflection probe 8 年前
sebastienlagarde fe99ce30 HDRenderLoop: Add PreLightData concept (optimization) 8 年前
vlad-andreev bf6e54c5 tabs -> spaces 8 年前
sebastienlagarde feca166f Merge remote-tracking branch 'origin/master' 8 年前
Sebastien Lagarde 357d999e HDRenderLoop: Add code to init texture one time at the launch of the loop 8 年前
Sebastien Lagarde 84c14eca HDRenderLoop: Fix anisotropy + rename BSDF with NoPI 8 年前
Evgenii Golubev 65fc4234 Optimize IntegrateLD() by using D_GGX_Inverse() 8 年前
Evgenii Golubev ec1f1b58 Implement D_GGX_Visible() 8 年前
Evgenii Golubev d81d6e8a Remove roughness clamping from IBL 8 年前
Evgenii Golubev 8a25c51c Precompute IBL light sample directions 8 年前
sebastienlagarde 66834685 HDRenderPipeline: Add Layered Displacement + fix issue with sky + some clean 8 年前
Evgenii Golubev daf47b27 Implement diffuse GGX 8 年前
Evgenii Golubev ce2f1033 Update the implementation of DiffuseGGX() 8 年前
Evgenii Golubev 162d8e01 Disney SSS WIP 8 年前
Evgenii Golubev 04fd3af5 Use 16 profiles and vtx-NoV weighted thickness 8 年前
Evgenii Golubev 2a641adb Address the remaining PR feedback 8 年前
Sebastien Lagarde 15436506 HDRenderPipeline: Fix a type with F_Transm_Schlick not calling the correct function 8 年前
Evgenii Golubev 7e92f606 Clean up the Fresnel code 8 年前
Evgenii Golubev c6261e9e Optimize DisneyDiffuse() 7 年前
Evgenii Golubev 823896b6 Normalize the Disney Diffuse BRDF for polar viewing angles up to (Pi/4) 7 年前
Evgenii Golubev 5c39d899 Remove HeavisideStep() from G_MaskingSmithGGX() 7 年前
Evgenii Golubev 0ccbb812 Add a comment 7 年前
Evgenii Golubev 00c2eb90 Clean up BSDF.hlsl 7 年前
Evgenii Golubev dad8bfd5 Use the combined DV_SmithJointGGX() to compute D*Vis 7 年前
Evgenii Golubev 5fcd2c10 Add a comment 7 年前
Evgenii Golubev 2010bbe1 Fix a typo 7 年前
Evgenii Golubev 34357725 Add a comment 7 年前
Evgenii Golubev eb6135db Add minor fixes to the diffuse GGX code 7 年前
Evgenii Golubev dde5d9bb Rename and add comments for clarity 7 年前
Evgenii Golubev e056ffd3 Clean up GetPreLightData() and rename 'preLambdaV' to 'partLambdaV' 7 年前
Evgenii Golubev 5ed87a9c Optimize anisotropic GGX 7 年前
sebastienlagarde d83489f4 Change ShaderLibrary to use REAL instead of float/half 7 年前
sebastienlagarde ecdf681c ShaderLibrary, change REAL to real 7 年前
Evgenii Golubev b2d2386b Make the Shader Library less real 7 年前
Sebastien Lagarde eabec798 Add full fresnel dieletric 7 年前
Sebastien Lagarde 45283ab4 Adress iridescence PR feedback 7 年前
Sebastien Lagarde 455d8e33 Fixing compile issue 7 年前
Sebastien Lagarde 60bcac15 Fix several shader and C# warning 7 年前
sebastienlagarde 4a94d626 Share GetPreIntegratedFGD 7 年前
sebastienlagarde 3f91b8e1 HDRenderPipeline: Remove sampleDirectionDiscardWS in reflection (not used) 7 年前
Stephane Laroche e5b6c4fb Implement vertically layered BSDF model with anisotropy. 7 年前
Stephane Laroche 10f8090a Merge branch 'stacklit' into stacklit_vl_merge 7 年前
sebastienlagarde 26d09161 Some factor and comment of commonMaterial.hlsl 7 年前
sebastienlagarde f9da3920 Merge branch 'master' into Cleanup-stacklit 7 年前
Stephane Laroche 6830f5c5 Added iridescence on the bottom of the stack (needs a bit of work still, had to hack to avoid TIR, dual normal will still cause artefacts because of the fake refraction through the geometric normal. Also to check/fix f0 handling and conversion). 7 年前
Stephane Laroche 82cd91dd Including TIR in iridescence F reflectance, useful when using dual normal maps (only for stacklit). 7 年前
Stephane Laroche 1c07ab20 Note a pleasant hack for iridescence in the case of TIR. 7 年前
Sebastien Lagarde d69fdafe HDRP: Add support for multiple PreIntegratedFGD + updte hlsl debug number 7 年前
Stephane Laroche f46075fb Merge remote-tracking branch 'mainrepo/master' into StackLit2 7 年前
sebastienlagarde a73ccb75 Some cleanup (remove UNITY_MATERIAL_STACKLIT and LTC_USE_COMMON_FGD) 7 年前
sebastienlagarde 6a64d66c Some extra cleanup 7 年前
Anis Benyoub cd8cac28 Rename cloth to Fabric 6 年前