Tim Cooper
72689571
Pulling tile pass into it's own asset. :)
8 年前
Tim Cooper
a1e72bda
Merge remote-tracking branch 'origin/master' into refactor-hdloop
Conflicts:
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePass.cs
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePassResources.cs
8 年前
sebastienlagarde
849021c0
HDRenderPipeline: Move menu item from RenderPipeline to HDRenderPipeline menu
8 年前
Sebastien Lagarde
a1e0f1e9
Rename scriptableRenderLoop Folder to ScriptableRenderPipeline
- Rename all "loop" name to "pipeline" name for FPTL/Basic/HD
- Update all include in HDRenderPipeline to match C++ #include path that
is Asset/ScriptableRenderPipeline
Caution: This PR require the new C++ code
8 年前
Rune Stubbe
6f5f9da4
Fixed UI for Tile Debug Modes
Added compute shader for clearing indirect arguments
Added feature flags to UI, and LightVolumeData
8 年前
sebastienlagarde
ed55ce8f
HDRenderPipeline: Clean debgu settings
- Merge debugViewMaterial with Lightingdebug mode into a DisplayDebug
(less pass)
- Clean debug code, remove useless file
8 年前
Sebastien Lagarde
4ec50247
HDRenderPipeline: Revert a small change about DebugViewMaterialGBuffer.shader
- the clean of DebugViewMaterialGBuffer was not necessary
8 年前