John
ec8b4a6b
Refactor and renaming
7 年前
Sebastien Lagarde
e319fe72
minor comment correction
7 年前
John
354589c6
Main light keyword must be set up before shadow gather
7 年前
GitHub
829ff2f1
Merge pull request #838 from Unity-Technologies/Add-instancing-property-view-mode
Add instancing property view mode
7 年前
John
2d3db4b5
Moved frustum corners to shadow buffer
7 年前
Sebastien Lagarde
7c20e2e8
Add instancing property view mode
7 年前
Paul Melamed
27248787
Don't check textures slots in decal material validation
Add gizmo for selecting decals in scene view
Add material fold out in the DecalProjectorComponent inspector
7 年前
John
f210f98e
refactoring frustum corners to util function
7 年前
GitHub
8ab4d587
Merge pull request #837 from Unity-Technologies/Update-Gbuffer-Layout-second
Add various comment and init Fresnel0 and SubsurfaceMask
7 年前
Paul Melamed
dbdfb0a6
Use decal set KeyMaterial for drawInstanced
7 年前
John
b1d4f079
Lit Pass Integrations, Keyword config
7 年前
sebastienlagarde
55b8c071
Add various comment and init Fresnel0 and SubsurfaceMask
- Add various comment
- Add setup of Fresnel0 in transmission (in addition to SSS)
- Remove the call to DecodeFromSSSBuffer and init SubsurfaceMask instead
- Rename all packInt function to PackUint
7 年前
Paul Melamed
d83ceb71
Use material property block to set decal normal to world instanced matrix array instead of calculating it in the shader
7 年前
John
23c8824d
Setup shadow reciever constants before gather pass.
7 年前
GitHub
bb5db01e
Merge pull request #835 from EvgeniiG/opt_ps4_2018_01
Update the G-Buffer layout
7 年前
Paul Melamed
15162b54
Merge branch 'master' into prototype/decals_premult_alpha
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassDBuffer.hlsl
7 年前
John
3943e216
Frame configuration setup
7 年前
Evgenii Golubev
4762c664
Fill the diffusion profile in the BSDFData
7 年前
sebastienlagarde
d38ebec5
HDRenderPipeline: Update template of test 2003
7 年前
John
31c4096c
Initial UI additions, fixes
7 年前
Evgenii Golubev
5e4b9186
Fix tangent vector unpacking
7 年前
GitHub
bfee2e9d
Merge pull request #836 from Unity-Technologies/Fix-issue-with-SSS-and-layering
Fix issue with sss and layering
7 年前
John
dea94b9d
Merge branch 'master' into LW-ScreenSpaceShadows
7 年前
Evgenii Golubev
5b66c29a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into opt_ps4_2018_01
7 年前
sebastienlagarde
54919201
Merge remote-tracking branch 'refs/remotes/origin/master' into Fix-issue-with-SSS-and-layering
7 年前
Felipe Lira
7aa2837f
Bumped package version
7 年前
Frédéric Vauchelles
c423498c
[PlanarReflection] use alpha in sample env for weight
7 年前
GitHub
c05bd70c
Merge pull request #832 from Unity-Technologies/LightweightPipeline
Lightweight pipeline
7 年前
Frédéric Vauchelles
9a41a6d7
[PlanarReflections] Small fixes
7 年前
Remy
d85dd3e7
Correct head fbx scale
7 年前
sebastienlagarde
f93d0245
Fix typo in material feature SSS
7 年前
GitHub
602cf8ca
Merge pull request #796 from Unity-Technologies/OGL-CubemapArrayCheck
Checking for UNITY_NO_CUBEMAP_ARRAY support in OGL files.
7 年前
Frédéric Vauchelles
5f6876d6
Merge branch 'master' into feature/PlanarReflection
7 年前
Felipe Lira
c51ce48c
Merged master
7 年前
Remy
f486e00a
Add SSS test scene
7 年前
sebastienlagarde
1775cd2b
HDRenderPipeline: Add more color for diffusion profile debug
7 年前
Evgenii Golubev
8432b6cc
Update the G-Buffer layout
https://docs.google.com/spreadsheets/d/1-85pJ1w7elwIMKR7HQmQGaekoZuPwHvlkusFrkRTstw/edit?usp=sharing
7 年前
Remy
ce8a6316
Update template with new fixes
7 年前
GitHub
6201fdd9
Merge pull request #831 from Unity-Technologies/Fix-issue-with-instancing-and-double-sided
HDRenderPipeline: Fix issue with instancing and double sided
7 年前
sebastienlagarde
6bbe6503
HDRenderPipeline: Fix issue with instancing and double sided
7 年前
Julien Ignace
427df3eb
Missing files
7 年前
Julien Ignace
d7f39ddf
- Added new HDUtils RenderTarget utilities that set viewport correctly for scaled RTs in HDRP
- Changed all calls in HDRP.
7 年前
Julien Ignace
9b8805cb
- Fixed Depth/Color size mismatch for scene view by copying our depth buffer into the right depth target
- Fixed gaussian/depth pyramid mipmap generation(size was wrong).
7 年前
Julien Ignace
03e54099
(WIP) Changed all HDRP RenderTextures to RTHandles
7 年前
Frédéric Vauchelles
1fb483ef
[PlanarReflection] (wip) oblique frustrum drawing
7 年前
uygar
251d7683
Added using the normal in deferred directional shadow passes if available.
7 年前
uygar
f7a762c8
Fixed wrong projection inversion being used for orthographic projections.
7 年前
uygar
c8556633
Changed shadow biasing. Biasing can now use normal and light vector information to avoid artifacts.
Added:
- normal+view biasing
- light view only biasing
- per sample biasing for wide PCF filters
- corner light leaking mitigation
- defines to control what type of biasing should be enabled
- a few new UI controls in the additionalshadowdata component
Removed previous biasing controls. They won't have any effect anymore.
7 年前
uygar
e374ee47
Shadows are now evaluated using the device projection matrices directly, making inverseZ handling in the shader unneccessary for PCF sampling.
7 年前
Paul Melamed
e5b34b08
passing normalToWorld in material block properties
7 年前