4086 次代码提交 (5c26bacc-9c44-42f0-9b51-17067efbd32b)

作者 SHA1 备注 提交日期
Evgenii Golubev 5b66c29a Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into opt_ps4_2018_01 7 年前
sebastienlagarde 54919201 Merge remote-tracking branch 'refs/remotes/origin/master' into Fix-issue-with-SSS-and-layering 7 年前
Felipe Lira 7aa2837f Bumped package version 7 年前
Frédéric Vauchelles c423498c [PlanarReflection] use alpha in sample env for weight 7 年前
GitHub c05bd70c Merge pull request #832 from Unity-Technologies/LightweightPipeline 7 年前
Frédéric Vauchelles 9a41a6d7 [PlanarReflections] Small fixes 7 年前
Remy d85dd3e7 Correct head fbx scale 7 年前
sebastienlagarde f93d0245 Fix typo in material feature SSS 7 年前
GitHub 602cf8ca Merge pull request #796 from Unity-Technologies/OGL-CubemapArrayCheck 7 年前
Frédéric Vauchelles 5f6876d6 Merge branch 'master' into feature/PlanarReflection 7 年前
Felipe Lira c51ce48c Merged master 7 年前
Remy f486e00a Add SSS test scene 7 年前
sebastienlagarde 1775cd2b HDRenderPipeline: Add more color for diffusion profile debug 7 年前
Evgenii Golubev 8432b6cc Update the G-Buffer layout 7 年前
Remy ce8a6316 Update template with new fixes 7 年前
GitHub 6201fdd9 Merge pull request #831 from Unity-Technologies/Fix-issue-with-instancing-and-double-sided 7 年前
GitHub 1fdcb6a3 Make line lights work without range attenuation 7 年前
GitHub 8837792d Updated readme.md 7 年前
sebastienlagarde 6bbe6503 HDRenderPipeline: Fix issue with instancing and double sided 7 年前
GitHub ec433201 Updated readme.md 7 年前
sebastienlagarde 9c88ac68 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline 7 年前
GitHub 6dd48b71 Merge pull request #830 from Unity-Technologies/HDRP_GraphicTests 7 年前
sebastienlagarde 38bb305b HDRenderPipeline: fix issue in a graphic test about metapass 7 年前
GitHub 803b9604 Merge pull request #829 from Unity-Technologies/Add-sRGB-support-for-color-picker-debug 7 年前
sebastienlagarde 64b952d8 Add sRGB support for color picker debug 7 年前
GitHub 27e9fd00 Merge pull request #828 from EvgeniiG/master 7 年前
GitHub 3fc9fef0 Merge pull request #824 from EvgeniiG/master 7 年前
GitHub d85ad761 Merge pull request #827 from Unity-Technologies/Remove-shadow-dimmer-on-directional-light 7 年前
GitHub a85fe8fe Merge pull request #826 from Unity-Technologies/Branch_WarningFix 7 年前
Remy 1460a3a6 Update GI Metapass template 7 年前
Julien Ignace 1a984f4b Bundle of warning fixes. 7 年前
Frédéric Vauchelles 1fb483ef [PlanarReflection] (wip) oblique frustrum drawing 7 年前
Remy c4cbf10c Add decal test scene 7 年前
GitHub 411083d3 Merge pull request #766 from Unity-Technologies/rthandle 7 年前
Frédéric Vauchelles 20e8e744 [PlanarReflection] Fixed standard refection probe proxy volume 7 年前
sebastienlagarde 04996a33 Another way to remove additional settings for shadow 7 年前
GitHub 2a9dd486 Merge pull request #825 from Unity-Technologies/Remove-shadow-dimmer-on-directional-light 7 年前
Frédéric Vauchelles 085001f9 [PlanarProbe] Don't active planar probe when deactivated 7 年前
sebastienlagarde 21380ea7 Remove shadow dimmer on directional light 7 年前
Frédéric Vauchelles 6f37bc42 [PlanarReflection] Discard pixels out of oblique frustrum wen samplign environment 7 年前
GitHub 67a7cae5 Merge pull request #821 from Unity-Technologies/Branch_HeightFog 7 年前
Frédéric Vauchelles 2f071063 [PlanarReflection] Added handles for capture mirror 7 年前
GitHub 33e8f37c Merge pull request #823 from Unity-Technologies/Branch_RemoveSunFromBakeSky 7 年前
Frédéric Vauchelles 8b3b4aa8 [PlanarPRobe] Use oblique matrix for baked planar probes 7 年前
uygar c8556633 Changed shadow biasing. Biasing can now use normal and light vector information to avoid artifacts. 7 年前
GitHub dd57b82e Merge pull request #822 from Unity-Technologies/Fix-issue-to-build-standalone-player 7 年前
Frédéric Vauchelles 98ee4ecf [PlanarReflection] Updated UI 7 年前
sebastienlagarde d6e7f268 Fix issue to allow to build standalone player 7 年前
Julien Ignace 189abf5e Removed sunlight from baking sky computation (can cause discrepancy while baking depending on its current state in the scene and we usually don't want it in the bake anyway to avoid double highlights) 7 年前
uygar e374ee47 Shadows are now evaluated using the device projection matrices directly, making inverseZ handling in the shader unneccessary for PCF sampling. 7 年前