sebastienlagarde
b890244e
HDRenderLoop: Rename the directory HDRenderLoop in HDRenderPipeline
8 年前
sebastienlagarde
5b4bc0d3
HDRenderPipeline: recreate HDRenderPipeline asset adn setup it in graphics settings
8 年前
vlad-andreev
367260ce
various changes to the HD renderloop to match the preview camera changes
8 年前
Tim Cooper
aa75277c
[refactoring] HDLoop to do nice allocate / deallocate based on instantiation of loop instances.
8 年前
Tim Cooper
d429e630
update assets
8 年前
Tim Cooper
3403e16c
set default skybox
8 年前
Tim Cooper
136a6bd0
Fixing assets.
8 年前
Tim Cooper
72689571
Pulling tile pass into it's own asset. :)
8 年前
Evgenii Golubev
ac23a82e
Merge branch 'master' into SSSSS
8 年前
sebastienlagarde
13b60abb
HDRenderPipeline: Update default config so it display correctly
8 年前
Julien Ignace
df95d960
Merge branch 'master' into Branch_DebugShadows
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
# Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
# Assets/ScriptableRenderLoop/RenderPasses/ShadowRenderPass.cs
8 年前
Julien Ignace
9410e16d
Merge branch 'master' into Branch_DebugShadows
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
8 年前
Julien Ignace
d967a950
Made a copy of the depth buffer after all opaque so that it can be read during the transparent pass.
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
uygar
c8a27740
Merge branch 'master' into shadows
8 年前
uygar
e54554a7
Assigned proper tile producer to hdrenderpipeline.
8 年前
Julien Ignace
095ce858
New SceneSettingsManager based on a stack. Also commited updated .meta since last folder rename.
8 年前
Julien Ignace
2a8e9ce0
Renamed all XXXParametrers class to XXXSettings for consistency.
8 年前
uygar
77102a68
Merge branch 'master' into shadows
8 年前
Julien Ignace
6f47c87f
Moved SSS settings to HDRenderPipeline asset (because it's an engine settings, not per scene).
8 年前
Julien Ignace
2b3c73fa
Changed the way we handle reading into the bound depth buffer.
- Now Depth buffer is not copied anymore on PS4
- On other platform, depth buffer is used only once and the copy is used as a texture in all shader that need it. Depth Buffer Render Target is no longer changed.
8 年前
sebastienlagarde
5e6f5b8d
HDRenderPipeline: Update HDRednerPipeline.asset
8 年前
Julien Ignace
293776aa
Compilation fix on PS4: removed static keyword and reverted Cluster size to 16 because there's not enough VGPR on PS4 to compile it otherwise (to investigate)
8 年前
Evgenii Golubev
1cbcdabc
Turn SSS profiles into assets
8 年前
Evgenii Golubev
8add767a
Turn SSS profiles into assets (2)
8 年前
Evgenii Golubev
92012aec
Fix serialization issues
8 年前
Evgenii Golubev
589e1b1d
Remove the getter of SubsurfaceScatteringSettings
8 年前
Evgenii Golubev
c05830f9
Remove the default SSS profile
8 年前
Julien Ignace
0682d57b
- Implemented first debug menu items (bool and float) in the player
- Implemented inputs for changing active menu item and modifying them.
8 年前
sebastienlagarde
1687e137
HDRenderPipeline: Update the asset to match new debug class
8 年前
Sebastien Lagarde
47c4131d
HDRenderPipeline: Improve transmittance with wrap lighitng
8 年前
sebastienlagarde
314924b2
HDRenderPipeline: Fix issue with SSS + add test scene
8 年前
sebastienlagarde
17fe6711
HDRenderPipeline: Add default material for HDRenderPipeline
8 年前
sebastienlagarde
dd356d49
HDRenderPipeline: Add support for defaultShader
8 年前
Julien Ignace
20413141
First version of debug menu serialization and undo/redo
8 年前