7117 次代码提交 (72faf3ad-3066-4322-9895-e312ac59384c)

作者 SHA1 备注 提交日期
sebastienlagarde 2fce5809 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline 6 年前
GitHub b1cc4f3e Merge pull request #1543 from Unity-Technologies/DominantLightContactShadow 6 年前
Antoine Lelievre e1facabb Add contact shadows for punctual lights 6 年前
sebastienlagarde 55e4d1aa Merge branch 'master' into DominantLightContactShadow 6 年前
Antoine Lelievre 78777de4 Added somne descriptive comments 6 年前
Antoine Lelievre 9472ac2a Merge branch 'DominantLightContactShadow' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into DominantLightContactShadow 6 年前
Antoine Lelievre 8dd060c6 Small syntax fixes 6 年前
Antoine Lelievre 5cc49b0c Changing flie DeferredDirectionalShadow to ScreenSpaceShadow 6 年前
Antoine Lelievre 544a96c4 Better dominant light detection algorithm 6 年前
sebastienlagarde 33638690 Core: Add mini profiler for easier CPU perf control 6 年前
Antoine Lelievre 222bd438 Removed useless kernel 6 年前
Felipe Lira 6fec7479 Pushed missing camera component. 6 年前
Antoine Lelievre 99094901 Refacto for better code integration 6 年前
GitHub ed505754 Merge pull request #1539 from Unity-Technologies/lw/camera-additional-data 6 年前
GitHub d4992b3f Merge branch 'master' into lw/camera-additional-data 6 年前
Antoine Lelievre 41d30d20 Contact shadows works with point light and spot lights (in addition to directional) 6 年前
GitHub 8fbd1282 Merge pull request #1536 from Unity-Technologies/lw/lw-pipeline-asset-inspector 6 年前
Felipe Lira f8cd72cb updated release notes 6 年前
Antoine Lelievre a756ab16 Added a kernel for contact shadows 6 年前
sebastienlagarde c52d88dc Remove obsolete graphic test directory 6 年前
Felipe Lira d25a90be Updated changelog and fixed comment. 6 年前
Antoine Lelievre eb6fe2c5 Added a bool for contact shadows in lights 6 年前
sebastienlagarde d6b05c66 Remove GraphicTest obsolete directory 6 年前
Felipe Lira 3458bbc5 Updated release notes 6 年前
Martin Thorzen 8dc1c1be Adding test scene for Shader Graphs. 6 年前
GitHub 633d0ad9 Merge pull request #1544 from Unity-Technologies/HDRP-Tests 6 年前
Remy 409f30cb Merge branch 'master' into HDRP-Tests 6 年前
Felipe Lira 0e5f015e Few shadow optimizations: 6 年前
Tim Cooper 148bf580 Start adding shader graph test framework 6 年前
Remy 34ab5f66 Update GI scenes and reference images 6 年前
GitHub 25f5aa64 Merge branch 'master' into lw/lw-pipeline-asset-inspector 6 年前
Kay Chang faee5b5e Fixed compilation errors for Switch platform. 6 年前
GitHub 16b41fe4 Merge pull request #1542 from Unity-Technologies/gfx-tests-postfx 6 年前
Remy 57fedd6c Merge branch 'master' into HDRP-Tests 6 年前
Felipe Lira b735ad3e Updated release notes 6 年前
Felipe Lira 06a7df1d Updated release notes for XR renderscale and Shadow optimizaiton PRs. 6 年前
Felipe Lira 8929d979 Added additional camera data component to controls shadows, depth texture and color. 6 年前
GitHub 159ea553 Merge pull request #1540 from Unity-Technologies/Add-option-to-remove-shader-variant-update-changelog-to-correct-format 6 年前
Remy 6d04b8e3 Disable compilation of debug shaders 6 年前
GitHub cdb3a8a7 Merge pull request #1537 from Unity-Technologies/lw/fix-unityperdraw-cblayout 6 年前
Remy 705c8869 Tests OK and ready to implement batch mode 6 年前
Felipe Lira 7ea4ba92 Updated release notes 6 年前
Remy 4c3a954c Merge com.unity.testframework.graphics from gfx-tests-postfx branch 6 年前
Felipe Lira 51dc02e6 Updated LWRP to match SRP batcher layout block features 6 年前
sebastienlagarde ec4f2ed5 Add option to remove shader variant + update changelog to correct format 6 年前
Remy 9db2a137 Merge branch 'master' into HDRP-Tests 6 年前
GitHub 5a626b21 Merge pull request #1533 from Unity-Technologies/Add-support-for-multiple-PreIntegratedFGD 6 年前
Stephane Laroche 333ce3d1 StackLit : Working LTC Area lights. Fixed GetBakedDiffuseLighting to use the diffuseEnergy factor calculated when coat is enabled, along with SSS texturing modes. 6 年前
Sebastien Lagarde d69fdafe HDRP: Add support for multiple PreIntegratedFGD + updte hlsl debug number 6 年前
Stephane Laroche 7f579046 Optimization for LTC area light: reusing already fetched FGD (clearcoat will now use FGD too instead of point-wise Fresnel term hack). 6 年前