Frédéric Vauchelles
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659b634a
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Added wip pass for SSReflection
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7 年前 |
Felipe Lira
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bd95bab1
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Caching fullscreen quad mesh as a static.
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7 年前 |
Frédéric Vauchelles
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7203df22
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wip Screen Space Reflection forward pass
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7 年前 |
Felipe Lira
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50693fe4
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Clearing screenspace occlusion texture to avoid Tile LOAD.
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7 年前 |
Frédéric Vauchelles
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9fffc822
|
Unrolled first iteration
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7 年前 |
Felipe Lira
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d3b73d87
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Removed unused Opaque RT.
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7 年前 |
Frédéric Vauchelles
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f3b17b2a
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Fixed debug issue
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7 年前 |
GitHub
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dadee06e
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Merge pull request #1153 from Unity-Technologies/lw/shadergraph_fixes
ShaderGraph template fixes
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7 年前 |
Frédéric Vauchelles
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7c52d2d3
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Renamed Flags.ForceUpdate => Flags.EditorForceUpdate
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7 年前 |
GitHub
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915767d4
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Merge pull request #1084 from Unity-Technologies/LW-DistortionPass
Add Opaque Copy Texture functionality
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7 年前 |
Frédéric Vauchelles
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2169fc40
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Added debug hints
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7 年前 |
Frédéric Vauchelles
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d658c0d9
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Updated ScreenSpaceRefractionEditor
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7 年前 |
Frédéric Vauchelles
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c409dd0c
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Updated changelog
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7 年前 |
GitHub
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87b74039
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Merge pull request #1152 from Unity-Technologies/lw/multipass
Lw/multipass
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7 年前 |
Frédéric Vauchelles
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a324758e
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Fixed test 1102, 1103, 1206
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7 年前 |
GitHub
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24b26fcd
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Merge pull request #1163 from Unity-Technologies/lw-target-texture-flip
Fixed Y-flip in LW when a camera is rendering to a RT
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7 年前 |
Felipe Lira
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89c899a1
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Fixed newline endings in the files touched by this PR.
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7 年前 |
Frédéric Vauchelles
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789d90fe
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Fixed test 1203
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7 年前 |
GitHub
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55733747
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Merge pull request #1164 from Unity-Technologies/hd-target-texture-flip
Fixed Y-flip in HD when a camera is rendering to a RT
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7 年前 |
Felipe Lira
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5bdadbbe
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Addressed PR's comments.
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7 年前 |
Frédéric Vauchelles
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ff4ac7db
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Fixed test 9002
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7 年前 |
Thomas
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71e3e26a
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Fixed Y-flip in HD when a camera is rendering to a RT
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7 年前 |
Thomas
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98acf904
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Fixed Y-flip in LW when a camera is rendering to a RT
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7 年前 |
Felipe Lira
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53d049a2
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Checked compiled shaders and updated code for simplicity and consistency.
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7 年前 |
Frédéric Vauchelles
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62c37c0f
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Update refraction test scene
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7 年前 |
GitHub
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0b924990
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Fix the ordering of SetRenderTarget() calls
Avoid binding the same texture as an RT and a UAV.
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7 年前 |
Felipe Lira
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84d6783d
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Setting up light indices much earliear in the pipeline for better thread scheduling.
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7 年前 |
Frédéric Vauchelles
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0406b0ae
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Renamed ScreenSpaceRefraction volume
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7 年前 |
GitHub
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4814ba4a
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Merge pull request #1157 from Unity-Technologies/fix-depthcopy
Disable color writes in copydepth shader, fixes Vulkan Sceneview in HDRP
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7 年前 |
Felipe Lira
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66e79a31
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Disabling local shadows on GLES2 (until we get keyword stripping)
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7 年前 |
Frédéric Vauchelles
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4838fe60
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Fix path search in test tool framework
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7 年前 |
GitHub
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614d618c
|
Merge pull request #1156 from Unity-Technologies/fix/smallfixes
Fix/smallfixes
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7 年前 |
Felipe Lira
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e279a4bb
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fixed shadows on gles2
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7 年前 |
Frédéric Vauchelles
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4d04bd95
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Added debug data binding inside RenderForward
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7 年前 |
Frédéric Vauchelles
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db6e0385
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Renamed TexturePadding _Source to _InOutTexture
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7 年前 |
Felipe Lira
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f4678b55
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Fixed compilation in SimpleLighting on gles2
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7 年前 |
Frédéric Vauchelles
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66076676
|
Added debug for HiZ SSRT
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7 年前 |
Frédéric Vauchelles
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8d5e998d
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Added pragma on GPUCopy compute shader
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7 年前 |
Felipe Lira
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5d568760
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Disabling local shadows on mobile until we can get keyword stripping
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7 年前 |
Frédéric Vauchelles
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a39254c9
|
Merge branch 'master' into feature/RefractionModes
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7 年前 |
GitHub
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791ce3b4
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Merge pull request #1155 from Unity-Technologies/Platform-support-check
Check Platform support for HDRenderPipeline
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7 年前 |
Felipe Lira
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b44aeec0
|
fixed shadow kewords setup
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7 年前 |
Sebastien Lagarde
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46d72597
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Add platform support check
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7 年前 |
Felipe Lira
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c62af604
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Fixed vertex light computation and amount o max local pixels per pass.
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7 年前 |
GitHub
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8358f08b
|
Merge pull request #1151 from Unity-Technologies/Branch_LayeredSmallFix
- Fixed Layered material UI where Density As Opacity checkbox would n…
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7 年前 |
Felipe Lira
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7ce624ff
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fixed light indexing
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7 年前 |
Frédéric Vauchelles
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c96eb98a
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(wip) Fixed refraction with sky proxy
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7 年前 |
Mikko Strandborg
|
eba212aa
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Disable color writes in copydepth shader, fixes Vulkan Sceneview in HDRP
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7 年前 |
GitHub
|
530f4bbf
|
Make default diffusion profile F0 match standard material
Set F0 to DEFAULT_SPECULAR_VALUE = 0.04
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7 年前 |
Felipe Lira
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4fe2fdda
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Controls the amount of local lights shaded in a pass based on the support for StructuredBuffer
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7 年前 |