Tim Cooper
8ff712ff
Merge branch 'master' into refactor-hdloop
Conflicts:
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePass.cs
Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyRenderer.cs
Assets/ScriptableRenderLoop/HDRenderPipeline/Utilities.cs
8 年前
Tim Cooper
8f13ba4e
Fix merge issues
8 年前
Tim Cooper
154f98dd
Merge remote-tracking branch 'origin/preview-cameras'
8 年前
Tim Cooper
d6293d68
[SRP]Fix changed API
8 年前
GitHub
58e4eacd
Merge pull request #120 from Unity-Technologies/Enable-Cluster-rendering
Enable cluster rendering
8 年前
Sebastien Lagarde
0ba2f558
HDRenderPipeline: Fix issue with cluster rendering - enable by default with tile for opaque
Thing Left:
- Make the debug mode work in forward! (important for forward only)
- In forward only, the tiled lighting doesn't work. All lights structure
are given to the shaders but is like you have no direct lighting
8 年前
Sebastien Lagarde
da3da19b
HDRenderPipeline: Attempt to fix cluster rendering
8 年前
Evgenii Golubev
93d62bbb
Use point sampling to avoid filtering across depth discontinuities
8 年前
Sebastien Lagarde
408e09aa
HDREnderLoop: Fix cluster lighting + rename base layer to main layer
- Cluster opaque is working but cluster transparent is not working
- Change name base layer to Main layer influence
- Clean some unused code
8 年前
Evgenii Golubev
7d07a953
Optimize and remove dead code
8 年前
Sebastien Lagarde
a5af41b2
HDRenderPipeline: Remove reflection probe to prevent NULL fail until fix.
8 年前
Evgenii Golubev
8aa3f256
Accurately sample the combination of two Gaussians
8 年前
sebastienlagarde
e0d3ad66
HDRenderPipeline: Quix fix about HeightBlend mode v2 for layered material
8 年前
Evgenii Golubev
27059d4f
Use standard deviation instead of variance as it is more intuitive
8 年前
GitHub
906bb804
Merge pull request #119 from EvgeniiG/master
Tweak the behavior of the procedural sky
8 年前
Evgenii Golubev
0447d898
Increase max. supported variance to 4
8 年前
Evgenii Golubev
fa646a10
Separate "scatter push" for Rayleigh and Mie
8 年前
sebastienlagarde
24f0a144
HDRenderPipeline: Move Density/opacity of Layered material in standard mode
8 年前
Evgenii Golubev
1014d65e
Improve bilateral weighting and alpha blending
8 年前
Evgenii Golubev
4c2626c3
Disable height fog during cubemap rendering
8 年前
GitHub
ecd950f5
Merge pull request #118 from Unity-Technologies/Update-layered-material
HDRenderPipeline: Update layered material
8 年前
Evgenii Golubev
e4af7f76
Improve bilateral weighting
8 年前
Evgenii Golubev
399b7f4d
Prevent the rotation of the sun with the sky
8 年前
GitHub
85cd5542
Merge pull request #117 from EvgeniiG/master
Fix the flipped Y axis (due to a D3D convention) for the procedural sky
8 年前
Evgenii Golubev
48b18910
Improve the quality of importance sampling
8 年前
Evgenii Golubev
b1a7cdc0
Fix the flipped Y axis (due to a D3D convention) for the procedural sky
8 年前
Chman
5cd2bb50
Removed useless code
8 年前
sebastienlagarde
810afcf1
HDRenderPipeline: Update layered material
8 年前
Evgenii Golubev
2f1d213f
Importance sample two Gaussians based on the interpolation weight
8 年前
Evgenii Golubev
269e987f
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Chman
f8c4dad7
Find serialized properties using an expression instead of a string (safer and won't break on refactor)
8 年前
GitHub
1d3fd842
Merge pull request #116 from Unity-Technologies/Add-layered-displacement
HDRenderPipeline: Add Layered Displacement + fix issue with sky + some clean
8 年前
Evgenii Golubev
d892fdad
Reduce the minimal supported variance to 0.05
8 年前
Julien Ignace
3fdb1fb7
Missing files
8 年前
sebastienlagarde
be649c1e
HDRenderPipeline swap g and b for details mask / ansiotropy
8 年前
Evgenii Golubev
061001e0
Use lerp(max1, max2) to determine the radius rather than the average
8 年前
Julien Ignace
3a51e665
Start of new small framework for debugging stuff in HDRenderPipeline. Used it for shadow map visualization.
8 年前
sebastienlagarde
66834685
HDRenderPipeline: Add Layered Displacement + fix issue with sky + some clean
- HDRI reflection is flipped, but HDRI and procedural sky are flipped
each other. For now fix the HDRI sky and we will fix procedural sky
after
8 年前
Evgenii Golubev
ae7b5723
Tweak the bilateral scale
8 年前
Tim Cooper
d429e630
update assets
8 年前
sebastienlagarde
d947af3f
HDRenderPipeline: Add reflection probe test
8 年前
Evgenii Golubev
df6d69e8
Implement the initial version of custom SSS filters
8 年前
Tim Cooper
32acc565
[hdloop]Add sky asset + common settings asset.
8 年前
GitHub
32457b2e
Merge pull request #114 from Unity-Technologies/Update-weights-calculation
HDRenderPipeline: Update weight calculation for layering
8 年前
Evgenii Golubev
3e4a07ec
Rename '_FilterWidth' to '_FilterRadius'
8 年前
Tim Cooper
171302ee
Merge branch 'preview-cameras' into refactor-hdloop
Conflicts:
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
8 年前
sebastienlagarde
4f0f829e
HDRenderPipeline: Update weight calculation for layering
8 年前
Evgenii Golubev
0d58fd17
Use bilinear filtering for all textures
8 年前
Tim Cooper
d4271c8c
Merge remote-tracking branch 'origin/master' into preview-cameras
8 年前
sebastienlagarde
50a39496
HDRenderPipeline: Batch of fix for tesselation shaders
8 年前