Felipe Lira
|
721479c6
|
Bumped version of srp package.
|
7 年前 |
Sebastien Lagarde
|
407e1d7d
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Implement-depth-post-pass
|
7 年前 |
GitHub
|
3dfc1b66
|
Merge pull request #598 from Unity-Technologies/Add-ColorMask-0-to-depth-and-shadow-pass
HDRenderPipeline: Add ColorMask0 to depth and shadow pass
|
7 年前 |
Sebastien Lagarde
|
fd96ccd7
|
HDRenderPipeline: Add ColorMask0 to depth and shadow pass
|
7 年前 |
GitHub
|
8e4b370d
|
Merge pull request #596 from Unity-Technologies/metal
metal fixes
|
7 年前 |
Felipe Lira
|
eb04f46b
|
updated srp packed version.
|
7 年前 |
Antti Tapaninen
|
fddd397a
|
pass placeholder _SkyTexture in proper texture format
|
7 年前 |
Felipe Lira
|
0069001b
|
Added fix to subtractive mode.
|
7 年前 |
Antti Tapaninen
|
f53de9f7
|
unify only_renderers list, fix typos
|
7 年前 |
Sebastien Lagarde
|
f98dfd68
|
HDRenderPipeline: Fix debug pass for now backface rendering pass and forward only
|
7 年前 |
Felipe Lira
|
b3ebc0d2
|
Removed some variants to reduce build time.
|
7 年前 |
Antti Tapaninen
|
355ac358
|
enable tess shaders for metal
|
7 年前 |
Sebastien Lagarde
|
61e38068
|
HDRenderPipeline: Add support for depth postpass and backface/frontface rendering
|
7 年前 |
Felipe Lira
|
6c725111
|
LightweightPipeline asset is initialized from resource file. Moved pipeline asset to outside lightweight package.
|
7 年前 |
GitHub
|
36c8a29b
|
Merge pull request #595 from Unity-Technologies/Remove-multiply-blendmode
Remove multiply blendmode
|
7 年前 |
Felipe Lira
|
048d72e1
|
Propertly Initializing asset resources when a new Lightweight pipeline is created.
|
7 年前 |
Sebastien Lagarde
|
54642339
|
HDRenderPipeline: Remove multiplicative mode 2
|
7 年前 |
Evgenii Golubev
|
a3be44b0
|
Add comments
|
7 年前 |
Felipe Lira
|
1496a464
|
Fixed shader error when in color space gamma.
|
7 年前 |
Sebastien Lagarde
|
8e92ddef
|
HDRenderPipeline: Remove multiply blend mode
- Multiply make it easy to do mistake (inf, negative number, NaN) and
prevent optimization like half res rendering or offscreen compositing
|
7 年前 |
Felipe Lira
|
50de2c20
|
Bumped SRP package version.
|
7 年前 |
Evgenii Golubev
|
974fa5e1
|
Reduce the number of dependent texture reads
|
7 年前 |
Felipe Lira
|
fda645b1
|
Bumped SRP package version.
|
7 年前 |
Peter Bay Bastian
|
ffe95b56
|
[subpackage] Add option to save .npmrc file for publishing other packages at the same time
|
7 年前 |
Felipe Lira
|
18e0d6e8
|
Merge branch 'Unity-2017.3'
|
7 年前 |
GitHub
|
c646275f
|
Merge pull request #588 from EvgeniiG/master
Improve HLSL macros
|
7 年前 |
GitHub
|
4f47fa6e
|
Merge pull request #592 from Unity-Technologies/Add-screen-position-parameter-to-gbuffer-functions
HDRenderPipeline: Added screen position parameter to GBuffer function
|
7 年前 |
sebastienlagarde
|
43c10ade
|
HDRenderPipeline: Added screen position parameter to GBuffer function
- This allow to do some gbuffer encoding/decoding function with
checkboard pattern
- Update the GBuffer macro accordingly
|
7 年前 |
sebastienlagarde
|
06524b75
|
HDRenderPipeline: Fully qualified name for UnityEngine.Graphics to avoid namespace conflict
|
7 年前 |
sebastienlagarde
|
188e343b
|
HDRenderPipeline: Add SAMPLE_DEPTH_TEXTURE to our various API
|
7 年前 |
Evgenii Golubev
|
816893ee
|
Remove a magic number
|
7 年前 |
GitHub
|
894dac3c
|
Merge pull request #591 from Unity-Technologies/Remove-clustered-opaque-option
Update tile/cluster management for forward/deferred
|
7 年前 |
Evgenii Golubev
|
4a50580e
|
Rename Sqr() to Sq(): SQ = SQuare. SQRT = SQuareRooT
|
7 年前 |
Evgenii Golubev
|
88791113
|
Replace FLT_SMALL with FLT_EPSILON
|
7 年前 |
Evgenii Golubev
|
1c6c73d4
|
Add a macro for Swap()
|
7 年前 |
Evgenii Golubev
|
b1513a17
|
Update the template macros to only support integers and floats
|
7 年前 |
Matt Dean
|
5e47b629
|
Fixes for PR
|
7 年前 |
Matt Dean
|
65348a87
|
Rename Checkboard Node
|
7 年前 |
Matt Dean
|
1b3ac398
|
Merge branch 'master' into node-artistic-adjustment
|
7 年前 |
Matt Dean
|
627c384a
|
Fixes to Screen Position Node
- Added Raw type (no divide by w, needed for uv projection)
- Removed unused method
- Switched output to vec4
- Renamed slot vars
- Fixed output
|
7 年前 |
GitHub
|
81859b60
|
Merge pull request #92 from Unity-Technologies/pass-architecture
Pass architecture
|
7 年前 |
Matt Dean
|
f698c591
|
Changed Length Node output to vec1
|
7 年前 |
Peter Bay Bastian
|
7386944f
|
DynamicVectorMaterialSlot now becomes an appropriately sized vector during shader generation (or float if vec1)
|
7 年前 |
Tim Cooper
|
0ceca805
|
Add transparency modes.
|
7 年前 |
Peter Bay Bastian
|
9284e11f
|
Calculate bounds of nodes converted to subgraph and use for placement of subgraph node and nodes inside the subgraph #46 #47
|
7 年前 |
Tim Cooper
|
a0602cf5
|
Generalised PBR / Unlit master
|
7 年前 |
Matt Dean
|
736a2328
|
Add LOD input and inline reflection vector
|
7 年前 |
Peter Bay Bastian
|
9d6fad5e
|
Make "convert to subgraph" undoable (doesn't delete the sub graph though)
|
7 年前 |
Tim Cooper
|
1d641fec
|
For final shader generation use the master node.
|
7 年前 |
Matt Dean
|
f14af0f4
|
Added Cubemap nodes
|
7 年前 |