Evgenii Golubev
cc117c57
Change the defaults values of thickness and the SSS radius
8 年前
Evgenii Golubev
b3db0917
Allow for multiple SSS profiles
8 年前
Evgenii Golubev
20a45ba0
Use per-pixel SSS radius scale
8 年前
Julien Ignace
62fe15a4
Refactored current debug structures to be consistent with how Shadow Debug worked and correctly split Settings and Debug Parameters
8 年前
Evgenii Golubev
62b97260
Improve naming
8 年前
Julien Ignace
aab6d427
- Fixed last directional cascade to not be fully shadowed.
- Renamed Shadow Debug to Lightinig Debug and added GUI for Diffuse/Specular lighting debug.
8 年前
Evgenii Golubev
f43fbd7c
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Julien Ignace
fe794f54
- Fixed shadow map debug max slider value with the correct number of visible shadows
- Fixed the shadow debug display shader to use the full screen quad GetVertexPosition method.
8 年前
Julien Ignace
9410e16d
Merge branch 'master' into Branch_DebugShadows
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
8 年前
Evgenii Golubev
517ba2ae
Create an asset for the SSS UI
8 年前
Evgenii Golubev
8e286ad5
Enable subsurface radius and thickness parameters
8 年前
Julien Ignace
e851ea7f
Fixed Debug GUI and "Enable shadow" parameters.
8 年前
Evgenii Golubev
e492618c
Refactor sampling methods
8 年前
Julien Ignace
df95d960
Merge branch 'master' into Branch_DebugShadows
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
# Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
# Assets/ScriptableRenderLoop/RenderPasses/ShadowRenderPass.cs
8 年前
Evgenii Golubev
5708bc95
Rename 'MaterialClass' to 'MaterialID' in the code (not the UI) to avoid confusion
8 年前
Evgenii Golubev
840822e7
Make the Van der Corput sequence explicitly one-based
8 年前
Evgenii Golubev
60731810
Make improvements based on feedback
8 年前
Evgenii Golubev
5ffa3829
Replace tabs with spaces
8 年前
Evgenii Golubev
0ca79425
Merge branch 'SSSSS'
8 年前
Evgenii Golubev
3d558256
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Evgenii Golubev
9fc5bc97
Fix typos
8 年前
Evgenii Golubev
f2bef29c
Add blending support for the tessellation shader
8 年前
Evgenii Golubev
ac23a82e
Merge branch 'master' into SSSSS
8 年前
Evgenii Golubev
8be065be
Rename .meta files
8 年前
runes
b3d622c9
added dependency to skybox shader (ps4 fix)
8 年前
Sebastien Lagarde
8a66d4cd
HDRenderPipeline: Fix error "Destroy may not be called from edit mode!."
8 年前
GitHub
aded0eae
Merge pull request #122 from Unity-Technologies/refactor-hdloop
Refactor hdloop
8 年前
Tim Cooper
a1e72bda
Merge remote-tracking branch 'origin/master' into refactor-hdloop
Conflicts:
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePass.cs
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePassResources.cs
8 年前
sebastienlagarde
ee5ea1fd
HDrenderPipeline: Unlit update - missing file
8 年前
GitHub
28357983
Merge pull request #126 from Unity-Technologies/Update-unlit-shader
HDRenderPipeline: Update unlit shader
8 年前
sebastienlagarde
8a6b2cf1
HDRenderPipeline: Update unlit shader
8 年前
GitHub
49a063c5
Merge pull request #125 from Unity-Technologies/Fix-shader-warning-+-light-limits-corruption
HDRenderPipeline: Fix shader warning + ligth limits
8 年前
sebastienlagarde
48a18cb1
HDRenderPipeline: Fix shader warning + ligth limits
8 年前
sebastienlagarde
c047eed2
HDRenderPipeline: Fix issue when creating a reflectoin probe (was producing a null pointer)
8 年前
uygar
06337f53
Deleted Leaf.meta file.
8 年前
sebastienlagarde
e66f24bc
HDRenderPipeline: Fix spam of warning message regarding PreRenderLight
8 年前
uygar
2a8f7eaa
Added missing files from initial commit.
8 年前
sebastienlagarde
aaaa267f
HDRenderPipeline: Another fix for layered shaders
8 年前
uygar
2f7e24ac
Initial commit for the new shadow system.
The old system is still in place and is executing, alongside the new system.
Rendering will use the results of the new system, though.
Shadowmap rendering now happens after light lists have been generated.
All relevant files are in the Shadow subfolder.
The basic file structure is:
- ShadowBase.cs has interface and base class definitions
- Shadow.cs has default implementations
- Shadow.hlsl is the default header to be included by shaders
TilePass.cs currently owns the shadows via its InitShadowSystem function.
8 年前
sebastienlagarde
b8002a40
HDRenderPipeline: Fix layered material
8 年前
sebastienlagarde
b309c8cb
HDRendePipeline: Layered Material tweak again
8 年前
sebastienlagarde
cc4b8c9f
HDRenderPipeline: Small tweak for artists on layered material
8 年前
GitHub
f6f27fcb
Merge pull request #124 from Unity-Technologies/fix-layered-shader-influence
HDRenderPipeline: Fix few issue with layered shaders
8 年前
Tim Cooper
df3d8efd
Fix inspector not resetting the loop
8 年前
Sebastien Lagarde
40d99a5f
HDRenderPipeline: Fix few issue with layered shaders
8 年前
Tim Cooper
72689571
Pulling tile pass into it's own asset. :)
8 年前
GitHub
1dc6a510
Merge pull request #123 from Unity-Technologies/Branch_UpdateGITestScene
Updated GI test scene (added baked versus realtime light)
8 年前
Tim Cooper
d608f760
Merge remote-tracking branch 'origin/master' into refactor-hdloop
Conflicts:
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
8 年前
sebastienlagarde
55b83cf2
HDRenderPipeline: Second update for artists - layered shader
8 年前
Tim Cooper
b182e9cd
fix issue where render would not be recreated.
8 年前