53 次代码提交 (73e96f75-37bb-4814-a5e5-179a57f389b1)

作者 SHA1 备注 提交日期
sebastienlagarde 1ec6d8b9 First set of files 8 年前
sebastienlagarde 016758b2 Update a bit the code for deferred + some notation update 8 年前
Sebastien Lagarde 4867b779 Update GBuffer parameters 8 年前
Sebastien Lagarde 9a7564db Miss a lot of file... 8 年前
Sebastien Lagarde 00d2aece HDRenderLoop: Add few function to the shader library related to far cry 4 talk 8 年前
sebastienlagarde acd11ee0 HDRenderLoop Rename DisneyGGX to Li and convert to whitesapce convention 8 年前
sebastienlagarde 1b6976d6 HDRenderLoop: rename decompress DXT5nm function + add AGorRG version 8 年前
vlad-andreev bf6e54c5 tabs -> spaces 8 年前
Sebastien Lagarde 357d999e HDRenderLoop: Add code to init texture one time at the launch of the loop 8 年前
Sebastien Lagarde 86a99676 HDRenderLoop: Fix compil error 8 年前
Sebastien Lagarde 25234e00 HDRenderLoop: Test about packing all GBufer in two RT U16 8 年前
Sebastien Lagarde efa7c787 HDRenderLoop: Clean packed Gbuffer code in Uint16 + packing functions 8 年前
sebastienlagarde afe68ecc HDRenderLoop: Add detail map to lit shader 8 年前
sebastienlagarde 0d8aeb13 HDRenderPipeline: Add support for normal and detail normal scale 8 年前
Julien Ignace aa1bffc3 Moved enlighten emissive RGBM stuff into EntityLighting.hlsl 8 年前
sebastienlagarde 589fe428 HDRenderPipeline: More work on tesselation 8 年前
Julien Ignace 7b7eb3b4 Fixed a number of compilation issue with PS4. 8 年前
sebastienlagarde 66834685 HDRenderPipeline: Add Layered Displacement + fix issue with sky + some clean 8 年前
sebastienlagarde b8ffdc68 HDRenderPipeline: Add support for BC5 normal map 7 年前
Sebastien Lagarde d43dde2d HDRenderPipeline: Change normal tetra 10:10+2 encoding to oct10:10+2 encoding 7 年前
Evgenii Golubev 0e475e7d Implement new packing functionality 7 年前
Evgenii Golubev 45027d1e Rename packing functions for consistency 7 年前
Evgenii Golubev 2e3478e3 Fix PS4 compile issues with BFE 7 年前
Sebastien Lagarde cd023e6c HDRenderPipeline: Fix issue with specular color and packing precision 7 年前
sebastienlagarde a8bef5fd HDRenderPipeline: Add FastSign() function 7 年前
Sebastien Lagarde 873c4048 HDRenderPipeline: Add HemiOct packing function 7 年前
Evgenii Golubev 87e85612 Refactor math constant defines 7 年前
GitHub 1ba061ab Revert " Reduce the number of dependent texture reads for SSS" 7 年前
Sebastien Lagarde 240bc3d1 first compiling version 7 年前
Felipe Lira b89532b8 Added GLCore and GLES2 files. Ported more shaders to SRP shader library and fixed some compilation GLES2 compilation errors in shader library. 7 年前
sebastienlagarde 68400144 shaderLibrary: Optimize UnpackNormalOctEncode 7 年前
Evgenii Golubev d1b5d0f0 Fix parameter order of BFE 7 年前
Felipe Lira ddeb54b6 Merge branch 'master' into LightweightPipeline 7 年前
Felipe Lira cea04fcf Addressed Sebastien and Alexandr PR feedbacks. 7 年前
runes ba207379 Slightly faster octahedron packing and ViewReflectionNormal 7 年前
GitHub 1b90eb6b Merge pull request #687 from Unity-Technologies/LightweightPipeline 7 年前
sebastienlagarde d83489f4 Change ShaderLibrary to use REAL instead of float/half 7 年前
sebastienlagarde ecdf681c ShaderLibrary, change REAL to real 7 年前
sebastienlagarde 4b26e012 Move all core file to subfolder CoreRP + update shader include path to CoreRP/ShaderLibrary 7 年前
sebastienlagarde c2868ec3 Few more correction 7 年前
Evgenii Golubev efb1bde0 Store the tangent vector in 11 bits 7 年前
Evgenii Golubev 2403166d Replace FastMulBySignOf() with CopySign() 7 年前
Evgenii Golubev c73e4f1a Clamp instead of add 7 年前
Evgenii Golubev da7a810e Re-add PackNormalOctQuadEncode() 7 年前
sebastienlagarde 742c208a Fix compilation issue with instancing and tessellation 7 年前
GitHub 3fc9fef0 Merge pull request #824 from EvgeniiG/master 7 年前
Evgenii Golubev 8432b6cc Update the G-Buffer layout 7 年前
sebastienlagarde 55b8c071 Add various comment and init Fresnel0 and SubsurfaceMask 7 年前
Evgenii Golubev 30f19f97 Optimize octahedral encoding 7 年前
Sebastien Lagarde 7d15e152 Update comment + rename packUint to PackInt function 7 年前
Sebastien Lagarde 3cdc6c4e Pack normal on 1212bit in 888 7 年前
sebastienlagarde 7323bbbc Correct rounding 7 年前
Aleksandr Kirillov 44d8afbf Don't normalize the normal coming from the normal map if there's no scaling possible in the shader. 6 年前