Felipe Lira
7b6bea1a
(LDPipe) Fixed issue where objects where not being rendered in metal when there was not light shadow caster.
8 年前
Evgenii Golubev
e42b32e9
Implement a more accurate heuristic to avoid the cost of SSS filtering
8 年前
Evgenii Golubev
96d3becf
Update the generated header file
8 年前
Felipe Lira
3a74033e
Merge branch 'test-framework'
8 年前
Evgenii Golubev
c0b4b9e8
Optimize SSS with an early-out based on the distance and the radius
8 年前
Evgenii Golubev
2da00de6
Set the ID of the SSS material to 0 and of the standard material to 1
8 年前
GitHub
6d901bc9
Merge pull request #249 from EvgeniiG/small_sky_improvements
Partially fix broken sky lighting on scene reload
8 年前
Evgenii Golubev
6c724f17
Add a comment
8 年前
GitHub
6c4b8ea7
Merge pull request #248 from EvgeniiG/small_sky_improvements
Add a "Max Sky Distance" parameter to the procedural sky
8 年前
Evgenii Golubev
ba07b13e
Remove a bad numerical fit for DiffuseSphereLightIrradiance()
8 年前
mmikk
816ec401
turned out HasShaderDefine() landed in 2017_1 afterall
turned out HasShaderDefine() landed in 2017_1 afterall
8 年前
Evgenii Golubev
0ebd995a
Add a note regarding the requirement for (NdotL > 0)
8 年前
Felipe Lira
8f108bb9
Fixed run time issue when cascades were enabled in LD.
8 年前
Evgenii Golubev
80077f9a
Save 1 VGPR by removing 'unNdotV' from PreLightData
8 年前
GitHub
9a69062d
Merge pull request #247 from Unity-Technologies/test-framework
Test framework
8 年前
Evgenii Golubev
8ced0098
Partially fix broken sky lighting on scene reload
8 年前
Evgenii Golubev
747ebdbf
Simplify the macro
8 年前
Evgenii Golubev
7758c3b3
Add a "Max Sky Distance" parameter to the procedural sky
8 年前
Evgenii Golubev
8f41c126
Replace the standard deviation with the scatter distance in centimeters
8 年前
GitHub
32ccb9ac
Merge pull request #246 from EvgeniiG/master
Fix specular artifacts for (NdotV < 0)
8 年前
Evgenii Golubev
0ca73a6a
Switch the thickness remap to centimeters and set the low thickness threshold to 0.5 cm
8 年前
Evgenii Golubev
1f9e3e8f
Fix specular artifacts for (NdotV < 0)
Cost: 1 VGPR.
We clamp NdotV between 0.0001 and 1 as we fill the PreLightData.
However, for direct lighting, this changes neither N nor V. Therefore, when we try to use this clamped NdotV value in other geometric calculations, results occasionally make no sense.
Caveat: if (NdotV < 0) and (NdotL -> 0), H may point in the opposite hemisphere from N. Clamped XdotH products appear to take care of this issue.
8 年前
Evgenii Golubev
29ab36e1
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
mmikk
2d627a06
must return all 4 components for RGBm
must return all 4 components for RGBm
8 年前
mmikk
11d5531b
make this editor cache thing editor only
make this editor cache thing editor only
8 年前
runes
bd5861bc
fixed flickinger with multiple viewports
8 年前
runes
a412958b
Added projectors to TileDebug enum
8 年前
Evgenii Golubev
0f88492f
Clean up #defines
8 年前
Evgenii Golubev
31365e67
Add another sphere light approximation
8 年前
Sebastien Lagarde
d43dde2d
HDRenderPipeline: Change normal tetra 10:10+2 encoding to oct10:10+2 encoding
oct result is similar to tetra but is cheaper.
8 年前
Evgenii Golubev
1a8376bc
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Evgenii Golubev
4406b447
Update the sphere light approximation
8 年前
Evgenii Golubev
f5110cd2
Save 1 cycle
8 年前
Evgenii Golubev
55ddce82
Fix hard clipping artifacts
8 年前
Evgenii Golubev
6c224d47
Merge branch 'master'
8 年前
Evgenii Golubev
2a173afd
Avoid a compiler warning
8 年前
Evgenii Golubev
ff7d6139
Improve formatting
8 年前
Evgenii Golubev
c430aa46
Tweak the area light approximation
8 年前
Evgenii Golubev
091d4389
Make sure there is no energy loss when the light is entirely above the horizon
8 年前
Evgenii Golubev
bb60eead
Update comments
8 年前
Evgenii Golubev
013ae3a2
Clean up and optimize a bit
8 年前
Evgenii Golubev
4cdf5753
Implement fake horizon clipping
8 年前
Evgenii Golubev
8fc77bcd
Do the simplest thing possible
8 年前
Evgenii Golubev
4b648a68
Add full horizon clipping
8 年前
Julien Ignace
9e2f0ea8
- Cleaned Debugging component (not much left there...)
- Camera Switcher now uses the Debug Menu
8 年前
Evgenii Golubev
7d130a77
Remove the case which acos() does not support
8 年前
Julien Ignace
25092737
Simplified (hopefully) the way we display material and lighting debug modes.
Material/Engine/Attributes/GBuffer are now clearly separated in the UI.
8 年前
Evgenii Golubev
0ecd61d6
Save 2 cycles
8 年前
Julien Ignace
4c8c57e2
Fixed last commit for game view.
8 年前
Evgenii Golubev
2322ea2a
Avoid a compiler warning
8 年前