Evgenii Golubev
414344b8
Merge branch 'master'
8 年前
Evgenii Golubev
68de16f3
Factor out SSS_WRAP_LIGHT
8 年前
Evgenii Golubev
9032618b
Add more comments
8 年前
Evgenii Golubev
01f7c4f9
Revert back to wrapped diffuse for the transmission angular dependency
8 年前
Evgenii Golubev
fe744b92
Fix the transmission math
8 年前
Evgenii Golubev
76455f03
Add volume albedo to SSS
8 年前
Evgenii Golubev
5d761a88
Rename for clarity
8 年前
Evgenii Golubev
1a5832f4
Increase the SSS disable threshold
8 年前
Sebastien Lagarde
d06af446
HDrenderPipeline: Update stencil bits
- Add stencil bit usage
- Move stencil bit to LightDefinition class
- Rename the enum with RegularLighting and SplitLighting
- Update SSS code to better stencil test practice
8 年前
Evgenii Golubev
67458b44
Clean up a bit
8 年前
Sebastien Lagarde
0c9cfa60
HDRenderPipeline: Fix small issue with Assert trigger when it shouldn't
8 年前
Evgenii Golubev
8ab425ef
Factor out the SSS_LOOP()
8 年前
Sebastien Lagarde
53adf662
HDRenderPipeline: Small fix on the debug material generated path
8 年前
Evgenii Golubev
c6e79da9
Clean up the shader a bit
8 年前
Sebastien Lagarde
bc69fad2
HDRenderPipeline: Change material framework
All material (Lit, Unlit) now derive from a base class:
RenderPipelineMaterial
previously namespace was use to material name, now it is a regular class
It allow to add more easily new material or replace current one
HDRenderPipeline with introspection will execute all material method
from found RenderPipelineMaterial
The unique deferred material that we suppose is still a special case as
several code depends on it
8 年前
Evgenii Golubev
2a77fce9
Remove `continue`
8 年前
Sebastien Lagarde
894b33fe
HDRenderPipeline: Move ComputeTransmittance to commonMaterial.hlsl
8 年前
Evgenii Golubev
f18ff8b5
Make the SSS LoD threshold configurable
8 年前
GitHub
9df4abaf
Merge pull request #283 from EvgeniiG/master
Implement SSS LOD functionality
8 年前
Evgenii Golubev
ab2f7238
Update the comment
8 年前
Evgenii Golubev
142f24b6
Update a comment
8 年前
Julien Ignace
0fef8e78
Added cascadeCount API to AdditionalLightData
8 年前
Evgenii Golubev
00b76f97
Improve macro formatting
8 年前
Julien Ignace
b09d5f72
- Cleaned up CommonSettings from Cascaded parameters which are now in the light.
- Cleaned up some now useless code in the init code of shadow system
- Split ShadowSettings struct into two different parts. One for the init and the other for the per frame setup
- Cleaned up HDRenderPipeline a bit (mostly moving logic stuff from the asset to the instance itself)
8 年前
GitHub
7a9edd3a
Merge pull request #282 from Unity-Technologies/Branch_DebugMenu2
Removed buggy scene from Build Project Settings
8 年前
Evgenii Golubev
b115911f
Factor out common SSS functionality using a macro
8 年前
Julien Ignace
66675e80
Removed buggy scene from Build Project Settings
8 年前
Evgenii Golubev
dcecf746
Implement the initial version of SSS LOD
8 年前
GitHub
c1f2793e
Merge pull request #281 from Unity-Technologies/Branch_DebugMenu2
Branch debugmenu2
8 年前
Evgenii Golubev
e7d27153
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Felipe Lira
2d2ea8bb
Added 2D Test Scene
8 年前
uygar
81876b50
Added shadow cascade settings to additional light data.
8 年前
sebastienlagarde
88272cac
HDRednerPipeline Update texture compression on world space normal texture
8 年前
Evgenii Golubev
e5738ffb
Roll back to 8 SSS profiles since our PS4 impl. doesn't support arrays of size 1024
8 年前
GitHub
23ef2e37
Merge pull request #280 from Unity-Technologies/Object-space-normal-improvement
HDRednerPipeline: compute normalOS in WS with surface gradient
8 年前
Evgenii Golubev
2e3478e3
Fix PS4 compile issues with BFE
8 年前
Evgenii Golubev
ad3d47b5
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Felipe Lira
d559f6f0
Added default materials to lightweight pipe. Changed shaders scene to add transparent, unlit and cutout.
8 年前
Felipe Lira
c3cd030b
After pipeline lifecycle changes in the engine now we can set the pipeline tag upon asset creation and disposal.
8 年前
uygar
beaf6e75
Modified moment based shadow maps to always use [0;1] z.
8 年前
GitHub
836d2674
Merge pull request #277 from EvgeniiG/master
Implement the initial version of Disney SSS
8 年前
sebastienlagarde
43195992
HDRednerPipeline: compute normalOS in WS with surface gradient
8 年前
GitHub
a1884724
Merge pull request #279 from Unity-Technologies/Object-space-normal-improvement
Object space normal improvement
8 年前
sebastienlagarde
30553d56
HDRenderPipeline: Add test scene
8 年前
sebastienlagarde
a711b9ee
HDRenderPipeline: Also split tangent
8 年前
Evgenii Golubev
f615c681
Switch to Fibonacci for Disney profile sampling
8 年前
sebastienlagarde
5ea9464b
HDRenderPipeline: split normalOS property
8 年前
Evgenii Golubev
45027d1e
Rename packing functions for consistency
8 年前
sebastienlagarde
529ae151
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Evgenii Golubev
2a641adb
Address the remaining PR feedback
https://github.com/Unity-Technologies/ScriptableRenderLoop/pull/277
8 年前