Sebastien Lagarde
|
62376c50
|
Some cleanup
|
7 年前 |
Sebastien Lagarde
|
3900cf36
|
More cheaper version of clear coat
|
7 年前 |
Sebastien Lagarde
|
61c2e24d
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-ClearCoat
|
7 年前 |
GitHub
|
b83e5de0
|
Merge branch 'master' into feature/mip-debug
|
7 年前 |
sebastienlagarde
|
2ddc8053
|
More update
|
7 年前 |
sebastienlagarde
|
e9e58a8b
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-ClearCoat
|
7 年前 |
Sebastien Lagarde
|
a2cc84e0
|
More work
|
7 年前 |
Sebastien Lagarde
|
cd92c7dc
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-ClearCoat
|
7 年前 |
Sebastien Lagarde
|
0aa35166
|
Additional comment
|
7 年前 |
Sebastien Lagarde
|
72d32af8
|
Add correct handling of Fresnel0 for interface
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7 年前 |
Sebastien Lagarde
|
8c110633
|
Udate float to real
|
7 年前 |
Sebastien Lagarde
|
24ac5a9e
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-ClearCoat
|
7 年前 |
sebastienlagarde
|
5db7764e
|
update refraction to use float3 for position
|
7 年前 |
sebastienlagarde
|
8e74657a
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Convert-shaderLibrary-to-half-float-support
|
7 年前 |
sebastienlagarde
|
c2868ec3
|
Few more correction
|
7 年前 |
sebastienlagarde
|
0fe1f28c
|
More correction + add unity convention comment
|
7 年前 |
sebastienlagarde
|
ee86a903
|
Update TEMPLATE_X_REAL macro to use FLT and HALF
|
7 年前 |
sebastienlagarde
|
d48ff201
|
Don't convert BC6H encoding file
|
7 年前 |
sebastienlagarde
|
47b07890
|
Update some comment + add definition of real to half for SHADER_API_MOBILE
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7 年前 |
Sebastien Lagarde
|
35500d91
|
Fix compil of layer shader - all graphic test green
|
7 年前 |
sebastienlagarde
|
b9b30507
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Convert-shaderLibrary-to-half-float-support
|
7 年前 |
Sebastien Lagarde
|
5f221118
|
Fix other compil issue
|
7 年前 |
Sebastien Lagarde
|
c514f914
|
first compile version
|
7 年前 |
Sebastien Lagarde
|
50cdefa9
|
second draft
|
7 年前 |
Felipe Lira
|
3896601d
|
Updated lightweight to upload correct color when in gamma colorspace.
|
7 年前 |
Sebastien Lagarde
|
e12aaaf0
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-ClearCoat
|
7 年前 |
Sebastien Lagarde
|
09fc2fbf
|
HDRenderPipeline: update comment + remove unsued _DirShadowSplitSpheres
|
7 年前 |
Sebastien Lagarde
|
6c6064fb
|
Push draft
|
7 年前 |
GitHub
|
2e4142d6
|
Merge pull request #735 from Unity-Technologies/pyramid-size-xr-fix
Use pyramid height instead of width when calculating pyramid mips
|
7 年前 |
GitHub
|
10adf10a
|
Merge pull request #736 from Unity-Technologies/redundant-sss-clear-fix
Remove redundant clear of SSS filtering target
|
7 年前 |
Robert Srinivasiah
|
847eac52
|
Remove redundant clear of SSS filtering target
Looks like an accidental leftover
|
7 年前 |
Robert Srinivasiah
|
0768f357
|
Use pyramid height instead of width when calculating pyramid mips
The height will always match the pyramid size, whereas the width could be doubled, if the underlying rendertexture is a stereo double-wide texture.
|
7 年前 |
GitHub
|
f9cb71ff
|
Merge pull request #737 from Unity-Technologies/HDRP-GraphicTests
More light tests
|
7 年前 |
Felipe Lira
|
c8fe74dd
|
Normal bias now matches unity legacy values. Fixed z-range on OpenGL platform.
|
7 年前 |
GitHub
|
0ff42147
|
Merge pull request #734 from Unity-Technologies/Minro-fix-after-merge-XR-PR
HDRenderPipeline: use width instead of height for depth and color pyramid for consistency
|
7 年前 |
Felipe Lira
|
bc759f87
|
Fixed normal bias.
|
7 年前 |
Sebastien Lagarde
|
505c829f
|
HDRenderPipeline: use width instead of height for depth and color pyramid for consistency
+ use sRGB for SSSBuffer in forward only
|
7 年前 |
Felipe Lira
|
a37807cb
|
Small fix on the cascade error message.
|
7 年前 |
GitHub
|
61d487bc
|
Merge pull request #732 from Unity-Technologies/xr-hdrp_rt_mgmt
Use RenderTextureDescriptor in HDRP (XR infrastructure)
|
7 年前 |
Felipe Lira
|
aea66b82
|
Removed branching on shadow sampling.
|
7 年前 |
Remy
|
2b1afa18
|
Add bake lighting test
|
7 年前 |
Felipe Lira
|
0424ce0c
|
Removed cascade index branching by setting an extra no-op cascade matrix.
|
7 年前 |
Remy
|
61981dde
|
Add missing face blend to reflection probe volume test
|
7 年前 |
Felipe Lira
|
2490de82
|
Improved shadow ALU and CB usage.
|
7 年前 |
Remy
|
066dd593
|
Add Reflection Probe volume test
|
7 年前 |
Felipe Lira
|
416206e5
|
Fixed shadow issue when z coord was out of shadow frustum bounds.
|
7 年前 |
GitHub
|
4bb6b202
|
Merge pull request #733 from Unity-Technologies/HDRP-GraphicTests
Add GI and ReflectionProbe tests
|
7 年前 |
Felipe Lira
|
b5dfd1ee
|
Moved bias and normalBias to caster side. Applying frustum size scale on cascade bias and texelSize scale in normal bias.
|
7 年前 |
Felipe Lira
|
bb237480
|
Combined shadow and light classification keywords to reduce shader variantions by ~30%.
|
7 年前 |
Evgenii Golubev
|
495ba884
|
Improve the Game Mode detection for TAA
|
7 年前 |