1414 次代码提交 (6a2f84cb-13b6-4407-b45c-7a1fae43c8ec)

作者 SHA1 备注 提交日期
GitHub 0a0c9298 Merge pull request #72 from Unity-Technologies/moveShaderPropertiesToInlcudeFile 8 年前
Evgenii Golubev 4e84f59a Remove redundant operations 8 年前
sebastienlagarde da1063e4 HDRenderPipeline: Move shader properties to a dedicated include file (request from demo team) 8 年前
Evgenii Golubev 0a562a91 Optimize the computation of 'NdotL' during importance sampling 8 年前
sebastienlagarde 70e09822 Delete HDRenderLoop asset 8 年前
Evgenii Golubev 839c2ec2 Add a TODO 8 年前
GitHub 23f2ee44 Merge pull request #71 from Unity-Technologies/Renaming-HDRenderLoop 8 年前
Evgenii Golubev 66d2b7d7 Remove GetShiftedNdotV() from IntegrateGGXAndDisneyFGD() 8 年前
sebastienlagarde cb97b488 HDRenderLoop: Rename renderLoop to renderContext 8 年前
Evgenii Golubev ec1f1b58 Implement D_GGX_Visible() 8 年前
sebastienlagarde b890244e HDRenderLoop: Rename the directory HDRenderLoop in HDRenderPipeline 8 年前
Evgenii Golubev a0e8eceb Remove clamp from anisotropic GGX 8 年前
sebastienlagarde aacfb575 Rename HDRenderLoop to HDRenderPipeline 8 年前
Evgenii Golubev 83703533 Remove the clamp - it is not necessary 8 年前
GitHub f3e5d8cd Merge pull request #70 from EvgeniiG/master 8 年前
Evgenii Golubev fff4efdf Remove multiple definitions of the light sampling texture dimensions 8 年前
Evgenii Golubev b1ef27bc Update comments 8 年前
Evgenii Golubev 360609df Reduce the importance sampling bias 8 年前
Evgenii Golubev 1b52a0cc Make sure light sampling (and eventually MIS) can be correctly toggled at runtime. 8 年前
Evgenii Golubev 7ad2f0d1 Clamp NaNs arising during light sampling 8 年前
Evgenii Golubev a8c79dbc Move UNITY_SPECCUBE_LOD_STEPS out of D3D11.hlsl 8 年前
Evgenii Golubev 6f11466b Revert the UNITY_SPECCUBE_LOD_STEPS change 8 年前
Evgenii Golubev cd501ebc Vary the sample count depending on roughness 8 年前
Evgenii Golubev 26726ebe Improve MIS texture parameter naming 8 年前
Evgenii Golubev 0ec36b00 Remove randomization 8 年前
Evgenii Golubev 77cca537 Remove extra bias 8 年前
Evgenii Golubev f25905a5 Remove random + 0.5 8 年前
Evgenii Golubev ff3bc37e Add TODOs 8 年前
Evgenii Golubev 2da423a6 Bias importance sampling 8 年前
Evgenii Golubev efd3ad16 Replace tangent frames with 'localToWorld' 8 年前
Evgenii Golubev 1af099df Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into MIS 8 年前
Evgenii Golubev 6fed15cc Correct and rename UNITY_SPECCUBE_LOD_STEPS 8 年前
GitHub 41a8c8e2 Merge pull request #69 from Unity-Technologies/refactorentrypoint 8 年前
Tim Cooper dfee6188 Merge branch 'master' into refactorentrypoint 8 年前
Evgenii Golubev e5351e0c Factor out BinarySearchRow() 8 年前
Tim Cooper 2a19f5f7 Remove camera provider (pass from C++ again) + update loops to match new unity side code. 8 年前
Evgenii Golubev ab866dab Add the initial implementation of light importance sampling 8 年前
Tim Cooper 5b39107f Make changes based on joachims feedback. 8 年前
Evgenii Golubev d1f3563b Rename ImportanceSampleGGXViewIndDir() to ImportanceSampleGGXDirVeqN() 8 年前
Tim Cooper 287456d2 fix final issues (possible null ref + calling wrong function on cleanup) 8 年前
Evgenii Golubev e195a008 Remove semicolons after macro definitions 8 年前
Tim Cooper 0f344926 Fix feedback from PR 8 年前
Evgenii Golubev 33a76e5a Factor out PARALLEL_SCAN() 8 年前
Tim Cooper 1144884f Merge remote-tracking branch 'origin/master' into refactorentrypoint 8 年前
Evgenii Golubev 3c94f605 Store the MIS data in an equiareal map 8 年前
Julien Ignace 31df85eb LayeredLit: Vertex colors now act as a height offset when using height based blend. 8 年前
Tim Cooper 5ce376fd Moving to interfaced based SRL for better abstraction from Unity core 8 年前
Evgenii Golubev c31ad089 Build probability tables using only 2D textures (cubemaps as arrays) 8 年前
Julien Ignace 36d89c76 - Improved LayeredLit test scene. 8 年前
Tim Cooper d159698d Add code to the loops to clear the intermediate renderers generated by the loop. 8 年前