Paul Melamed
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0702ab28
|
copying sample texture into 4kx4k atlas
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7 年前 |
Frédéric Vauchelles
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5d1e46bc
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Moved CoreRP files in folders for readbility
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7 年前 |
Paul Melamed
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d37105f2
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Merge branch 'master' into decals/texture_atlas
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7 年前 |
GitHub
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de1ddf54
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Fix light intensity bug which allowed negative values
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7 年前 |
Frédéric Vauchelles
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8c5ec0b2
|
Updated changelog
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7 年前 |
GitHub
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72eb8fea
|
Merge pull request #1140 from Unity-Technologies/fix-fogbugz-989321
fix fogbugz 989321 - Light broken when created as "Area" light
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7 年前 |
Felipe Lira
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e42f8f63
|
Renamed and refactored shadowpass to improve readability
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7 年前 |
Frédéric Vauchelles
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f2621813
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Fixed mip size and RT creation while computing planar convolution mip chain
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7 年前 |
sebastienlagarde
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82122b4d
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fix fogbugz 989321
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7 年前 |
Felipe Lira
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a05bc76c
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Remover near plane offset configuration from pipeline asset. We use the configuration set in the light itself.
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7 年前 |
Frédéric Vauchelles
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b46b3284
|
(wip) Added planar convolution
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7 年前 |
sebastienlagarde
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ef051016
|
Update default settings for planar reflection
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7 年前 |
Felipe Lira
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c2267f06
|
Moved shadow related code from LightweightPipeline.cs into a proper shadow pass class
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7 年前 |
Frédéric Vauchelles
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7a36ca8a
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Refactored pyramid buffer processors
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7 年前 |
sebastienlagarde
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149755a5
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HDRenderPipeline: Update various missing meta file
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7 年前 |
Felipe Lira
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b026c884
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excluding world pos interpolater after merge
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7 年前 |
Frédéric Vauchelles
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69d0037d
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Updated UI for planar reflection
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7 年前 |
GitHub
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5854bde8
|
Merge pull request #1138 from Unity-Technologies/Branch_HideDebugExposure
Hide debug exposure entry when no related debug mode is enabled.
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7 年前 |
Felipe Lira
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de8adb82
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Merge branch 'LWRP' into lw/multipass
# Conflicts:
# ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
# ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLit.hlsl
# ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl
# ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl.meta
# ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader
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7 年前 |
Aleksandr Kirillov
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be56a0c2
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Fixed spotlights in LW PBR.
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7 年前 |
GitHub
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a022b93b
|
Merge pull request #1139 from Unity-Technologies/feature/PyramidBuffer
Restored sky lighting override mask
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7 年前 |
GitHub
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5e57070a
|
Merge pull request #1134 from Unity-Technologies/lw/fix_shadergraph
Shadergraph fix for LW PBR template
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7 年前 |
Frédéric Vauchelles
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04e13257
|
Added TileLayout utilities
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7 年前 |
Aleksandr Kirillov
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fa774db9
|
Refactored some leftovers missed in the previous refactor. (SampleSpecularGloss)
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7 年前 |
Frédéric Vauchelles
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6a09cec1
|
Restored sky lighting override mask
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7 年前 |
GitHub
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b357f4bf
|
Merge pull request #1137 from Unity-Technologies/feature/PyramidBuffer
Pyramid buffer viewport support
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7 年前 |
Aleksandr Kirillov
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9af33ea3
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Merge branch 'LWRP' into lw/fix_shadergraph
# Conflicts:
# ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader
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7 年前 |
Frédéric Vauchelles
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d07a7129
|
Added changelog
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7 年前 |
Aleksandr Kirillov
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c856eeed
|
Fixed broken shadergraph LW PBR shader template.
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7 年前 |
GitHub
|
81d0b3df
|
Merge pull request #1130 from Unity-Technologies/lw/common_refactor
Refactored the LWRP common code to not depend on...
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7 年前 |
Frédéric Vauchelles
|
ad93368d
|
Fixed color pyramid buffer
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7 年前 |
Felipe Lira
|
421fd93d
|
Fix for the unmatching command buffer message
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7 年前 |
Frédéric Vauchelles
|
05aa3232
|
Removed useless kernels
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7 年前 |
Julien Ignace
|
a851ac6e
|
Hide debug exposure entry when no related debug mode is enabled.
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7 年前 |
GitHub
|
7f7b6cd3
|
Merge pull request #1118 from Unity-Technologies/lw/bugfixes
Lw/bugfixes
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7 年前 |
Frédéric Vauchelles
|
cac44820
|
Fixed depth pyramid buffer
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7 年前 |
GitHub
|
fcb12503
|
Merge pull request #1112 from Unity-Technologies/Branch_DebugExposure
Added debug exposure parameter to several debug modes.
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7 年前 |
Frédéric Vauchelles
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a939e5aa
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Added TexturePadding utility
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7 年前 |
GitHub
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e34444b0
|
Merge pull request #1136 from Unity-Technologies/decals/alpha_refactor
For opaques use decal diffuse alpha for all channels.
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7 年前 |
Aleksandr Kirillov
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01eba7d0
|
Moved includes to the top where it made sense.
Scale is now an optional parameter in SampleNormal function and has half precision.
_EmissionColor is now explicitly swizzled to .rgb
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7 年前 |
Paul Melamed
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ac77aad6
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For opaques use decal diffuse alpha for all channels.
For transparent, if material alpha is less than decal alpha replace it with decal alpha.
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7 年前 |
Frédéric Vauchelles
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ab299efc
|
Added viewport copy for GPUCopy
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7 年前 |
Felipe Lira
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5e96c7f1
|
Fixed issue in the order of local light shadow indices. Shadow info gets stored into a shadow bitmask. Refactored to make both lit and shadow pass use the lightData struct.
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7 年前 |
Aleksandr Kirillov
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10d82e06
|
Refactored the common code to not depend on specific global variable names.
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7 年前 |
GitHub
|
08de75b2
|
Merge pull request #1135 from Unity-Technologies/Fix-up-layered-lit-materials-with-a-subsurface-mask-map
Fix up layered lit materials with a subsurface mask map
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7 年前 |
Felipe Lira
|
4d2339f3
|
api refactor to improve readability
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7 年前 |
GitHub
|
8d3d47a2
|
Merge pull request #1128 from Unity-Technologies/lw/fix_pbr_shader
Fixed a compilation error in LW PBR Standard shader
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7 年前 |
Paul Melamed
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22cfa928
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added texture2d atlas
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7 年前 |
Sebastien Lagarde
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7fa77a07
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Fix up layered lit materials with a subsurface mask map
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7 年前 |
Felipe Lira
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ca30e010
|
precompute the list of local light shadows so we only generate the shadow CB if there is at least one local shadow casting light.
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7 年前 |