sebastienlagarde
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89300656
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HDRenderPipeline: Try to improve vertex side of thing
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8 年前 |
GitHub
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129ff6b6
|
Remove the MIP map level bias of 1
(omegaS / omegaP == 1) already results in the correct 'mipLevel' value of 0.
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8 年前 |
sebastienlagarde
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8c83bcf9
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HDRenderPipeline: Add few comment
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8 年前 |
GitHub
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7f00e9f5
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Merge pull request #96 from Unity-Technologies/Changed-transparent-opaque-Unlit-pass
Update unlit shader
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8 年前 |
sebastienlagarde
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b354ea14
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HDrenderPipeline: move call of UpdateSkyEnvironment
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8 年前 |
sebastienlagarde
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0646b112
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Merge remote-tracking branch 'refs/remotes/origin/master' into Changed-transparent-opaque-Unlit-pass
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
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8 年前 |
GitHub
|
55ce8087
|
Merge pull request #95 from EvgeniiG/master
Improve the quality of IBL
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8 年前 |
GitHub
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a5775271
|
Update readme
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8 年前 |
Evgenii Golubev
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a18376f2
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Clarify the comment
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8 年前 |
GitHub
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14094952
|
Merge pull request #94 from Unity-Technologies/fix-wireframe
Fallback to forward-only rendering when scene view is in wireframe mode
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8 年前 |
Evgenii Golubev
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057bd2b9
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Save 1 cycle
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8 年前 |
Aras Pranckevicius
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c089a76e
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Fallback to forward-only rendering when scene view is in wireframe mode
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8 年前 |
sebastienlagarde
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886b32ec
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HDRenderPipeline: update unlit shader
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8 年前 |
Evgenii Golubev
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74657c39
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Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
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8 年前 |
GitHub
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52f8c9ce
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Merge pull request #93 from Unity-Technologies/Improve-tessellation
HDRenderPipeline: Add Phong tesselation
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8 年前 |
Sebastien Lagarde
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b60287f0
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HDRenderPipeline: Make distance based edge factor (WIP, lot of thing to change)
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8 年前 |
Sebastien Lagarde
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2c3c1e87
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HDRenderPipeline: Renaming missing file
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8 年前 |
Sebastien Lagarde
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83594dd2
|
HDRenderPipeline: Big renaming Tesselation => Tessellation
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8 年前 |
Sebastien Lagarde
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8f97c56c
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HDRenderPipeline: Add Phong tesselation
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8 年前 |
Robert Cupisz
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9fc44597
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TextureCache shouldn't derive from UnityEngine.Object
1. No need. 2. When it does, and it's created with new(), ==null checks
don't work as expected and the objects newer get cleaned up, leaking
memory.
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8 年前 |
Julien Ignace
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47800dae
|
Fixed a number of issues on PS4
- Some shaders not compiled for PS4
- Shaders testing depth when no depth buffer were bound (which works fine on DX11)
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8 年前 |
GitHub
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a04d917d
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Merge pull request #92 from Unity-Technologies/Branch_fix-ps4-hdrenderloop
Fixed a number of compilation issue with PS4.
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8 年前 |
Julien Ignace
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7b7eb3b4
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Fixed a number of compilation issue with PS4.
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8 年前 |
GitHub
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900efeeb
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Merge pull request #91 from Unity-Technologies/Branch_update-layered-test-scene
Updated LayeredLit test scene with latest changes.
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8 年前 |
GitHub
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789af10a
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Merge pull request #89 from Unity-Technologies/Add-tesselation
Add tesselation
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8 年前 |
sebastienlagarde
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3566a95a
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HDRenderPipeline: Upgrade after Julien change
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8 年前 |
sebastienlagarde
|
ae5b9db5
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Merge remote-tracking branch 'refs/remotes/origin/master' into Add-tesselation
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8 年前 |
sebastienlagarde
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120fb435
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HDRenderPipeline: First draft of tesselation, working for base layer only
need a big refactor, will change all code for performance but it is to
allow artists to work.
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8 年前 |
Evgenii Golubev
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f361a6b3
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Adjust the way the importance sampling bias is calculated
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8 年前 |
sebastienlagarde
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a6377673
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Merge remote-tracking branch 'refs/remotes/origin/master' into Add-tesselation
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8 年前 |
Evgenii Golubev
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5e512acb
|
Improve the formulation of the dominant specular dir
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8 年前 |
sebastienlagarde
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14785f65
|
HDRenderPipeline: commit unworking code
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8 年前 |
Evgenii Golubev
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d04e32fb
|
Vary the importance sampling bias with roughness
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8 年前 |
sebastienlagarde
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4e4aa246
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-tesselation
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8 年前 |
Julien Ignace
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339762d5
|
Updated LayeredLit test scene with latest changes.
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8 年前 |
GitHub
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1bdb150d
|
Merge pull request #90 from Unity-Technologies/Branch_fix_height_amplitude
Fixed previous CL for height scale bias handling. Shader code is not the same as what is shown in the interface (was causing weird GUI behavior)
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8 年前 |
Evgenii Golubev
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a55223d2
|
Implement an improved version of GetSpecularDominantDir()
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8 年前 |
sebastienlagarde
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b60bd965
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HDRenderPipeline: Fix various issue with tesselatoin + depth offset
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8 年前 |
Julien Ignace
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a083a47e
|
Fixed previous CL for height scale bias handling. Shader code is not the same as what is shown in the interface (was causing weird GUI behavior)
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8 年前 |
Evgenii Golubev
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be1f01e1
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Move 'iblMipLevel' to PreLightData
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8 年前 |
sebastienlagarde
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1f56f50b
|
HDRenderPipeline: Working version of fixed tesselation
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8 年前 |
GitHub
|
82cd8f40
|
Merge pull request #88 from Unity-Technologies/Branch_layered-additive-vertexcolor
Branch layered additive vertexcolor
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8 年前 |
Evgenii Golubev
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440e138a
|
Improve comments
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8 年前 |
sebastienlagarde
|
8143ee71
|
HDRenderPipeline: make the shader compile
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8 年前 |
Julien Ignace
|
bdb225d7
|
Now vertex color is remapped between -1 and 1 and added to the mask map when using both at the same time for layered lit shader (instead of being multiplied)
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8 年前 |
GitHub
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48ba5b97
|
Merge pull request #87 from Unity-Technologies/change-heightmap-scale
Changed the way heightmaps scale and bias are displayed in the GUI. It's now H = (h - center) * amplitude.
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8 年前 |
Evgenii Golubev
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d5a0ffa8
|
Fix typos
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8 年前 |
sebastienlagarde
|
589fe428
|
HDRenderPipeline: More work on tesselation
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8 年前 |
Julien Ignace
|
0d4ab3d2
|
Changed the way heightmaps scale and bias are displayed in the GUI. It's now H = (h - center) * amplitude.
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8 年前 |
Evgenii Golubev
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49f1ca22
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Implement the correct approximated version of mipmapLevelToPerceptualRoughness()
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8 年前 |