Evgenii Golubev
ed2dfbc7
Fix build issues of the Unity player
8 年前
Evgenii Golubev
5bc9c921
Avoid incorrectly shading the skybox region
8 年前
Evgenii Golubev
538bf3b2
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Evgenii Golubev
0d77adff
Implement faster (achromatic) bilateral weighting
8 年前
Evgenii Golubev
1de4ebd0
Use more efficient parameter clamping
8 年前
Evgenii Golubev
580ddd97
Perform runtime weight normalization
8 年前
Evgenii Golubev
5c69bd3c
Fix bilateral weighting
8 年前
Julien Ignace
60dd6c48
Implemented lighting debug in the shader.
8 年前
Evgenii Golubev
00ba8344
Remove the bilateral scale and store RGB (1 / (2 * WeightedVariance))
8 年前
runes
3b9f1e7d
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Julien Ignace
0da32ed1
Merge branch 'master' into Branch_DebugLighting
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
# Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
8 年前
Evgenii Golubev
d4418247
Change the default values of the subsurface radius and thickness
8 年前
Evgenii Golubev
be01c5e2
Perform proper bilateral filtering
8 年前
Evgenii Golubev
fb6b5b98
Replace 'new' with 'CreateInstance'
8 年前
Julien Ignace
506c1212
Merge branch 'master' into Branch_DebugShadows
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
8 年前
Evgenii Golubev
05f1871c
Fix additive blending in the deferred shader
8 年前
Evgenii Golubev
3c0d55d7
Disable blending during the first SSS pass
8 年前
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
runes
b3d622c9
added dependency to skybox shader (ps4 fix)
8 年前
uygar
06337f53
Deleted Leaf.meta file.
8 年前
uygar
2a8f7eaa
Added missing files from initial commit.
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
Tim Cooper
eac70c08
Graph edit window now survives serialization.
8 年前
Tim Cooper
5e3b99fe
working on better workflow (double click shader to open in edit window)
8 年前
Tim Cooper
5e6630fb
Porting more nodes to not be function nodes
8 年前
Tim Cooper
8df91eb4
Remove function 1 input and function 4 input
8 年前
Tim Cooper
4b1458e8
Remove Function3Input (use code node) :)
8 年前
Tim Cooper
3198bd43
Remove Function2Input node as it is no longer needed.
8 年前
Tim Cooper
08ce57cd
Fix bugs in blend node after port.
8 年前
Tim Cooper
eb2f7590
fix error in uv rotate node.
8 年前
Tim Cooper
77179d91
Merge branch 'hackweek2017' of https://github.com/stramit/MaterialGraph into hackweek2017
8 年前
Tim Cooper
0336445f
fix node adaption so casting works as expected
8 年前
RinaldoTjan
180cba0c
Threshold Blending material Sample.
Threshold Blending material Sample.
8 年前
Tim Cooper
e8c71321
converting nodes to new system.
8 年前