Frédéric Vauchelles
|
5ef1d97f
|
(wip) Added debug for proxy and hiz refraction modes
|
7 年前 |
GitHub
|
7f1e837b
|
Merge pull request #1148 from Unity-Technologies/RemyUnity-patch-1
Allow edition of HDRP asset without a HDRP set in the graphic settings.
|
7 年前 |
Felipe Lira
|
7f179dc1
|
Minor improvements to light index buffer.
|
7 年前 |
Paul Melamed
|
7eb40bcb
|
fix texture allocation success status tracking
|
7 年前 |
Frédéric Vauchelles
|
4ddbdad5
|
Compilation fixes
|
7 年前 |
GitHub
|
f52544f9
|
Allow edition of HDRP asset without a HDRP set in the graphic settings.
|
7 年前 |
Felipe Lira
|
e1a64f54
|
Added support to multiple shadow casting lights.
|
7 年前 |
Paul Melamed
|
ff3c43c1
|
add clamping by half a texel when sampling from decal atlas
only rebuild decal atlas if out of space
|
7 年前 |
Frédéric Vauchelles
|
412bd010
|
Merge master
|
7 年前 |
GitHub
|
b782fae4
|
Merge pull request #1142 from Unity-Technologies/feature/RefactorCoreRPFiles
Refactor CoreRP root files
|
7 年前 |
Felipe Lira
|
3550c0cf
|
fixed wrong light shadow indexing in PBS shader
|
7 年前 |
Paul Melamed
|
15fc712f
|
optimize texture lod calculation for decals
|
7 年前 |
GitHub
|
d2d3a4e1
|
Merge pull request #1147 from Unity-Technologies/fix/PS4Build
Use operator[] instead of LOAD on RWTexture2D
|
7 年前 |
Felipe Lira
|
86fd75ea
|
Changed local shadow strength to use a float array instead of vec4 so we can do fast indexing on most platforms.
|
7 年前 |
Paul Melamed
|
c2c2c9b4
|
calculate decal texture lod outside of the loop
|
7 年前 |
Frédéric Vauchelles
|
af3007d3
|
Use operator[] instead of LOAD on RWTexture2D
|
7 年前 |
GitHub
|
38f1b362
|
Merge pull request #1141 from Unity-Technologies/feature/PlanarReflectionUI
Planar probe convolution
|
7 年前 |
Felipe Lira
|
bf164955
|
Fixed some issues with multiple shadow casting lights.
|
7 年前 |
Paul Melamed
|
19e30640
|
changed to use a 2d texture atlas instead of texture 2d array for decals rendered in the transparent pass
|
7 年前 |
Frédéric Vauchelles
|
4f1b9eae
|
Merge branch 'master' into feature/PlanarReflectionUI
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/BufferPyramid.cs
|
7 年前 |
GitHub
|
77f8a26a
|
Merge pull request #1143 from Unity-Technologies/feature/RefactorBufferPyramidVariables
Renamed properly buffer pyramid variables
|
7 年前 |
Felipe Lira
|
81523ea2
|
Cap local shadow casting lights to max of 1 for now. We need to pass in to shader the bias and scale for each shadow.
|
7 年前 |
Paul Melamed
|
ff3bd5a3
|
using new texture atlas to store decal textures
|
7 年前 |
Frédéric Vauchelles
|
63675025
|
Moved Misc to common and utilities
|
7 年前 |
GitHub
|
7d6d0696
|
Enable stripping by default
|
7 年前 |
GitHub
|
7bfc3e85
|
Merge pull request #1146 from Unity-Technologies/fix-1145
Fix for issue 1145 and also fix standalone builds
|
7 年前 |
Felipe Lira
|
ae197d2f
|
Removed unused shader define
|
7 年前 |
Paul Melamed
|
372a7582
|
fix script compile and pssl errors
|
7 年前 |
Mikko Strandborg
|
ed187777
|
Fix standalone builds: Light.lightmapBakeType is only available in the editor
|
7 年前 |
Frédéric Vauchelles
|
8b5b5f95
|
Updated changelog
|
7 年前 |
Julien Ignace
|
c135df26
|
Added first version of shader variant stripper for Lit* shaders in HDRP.
|
7 年前 |
Frédéric Vauchelles
|
4fbb1c4f
|
(wip) Added refraction model
|
7 年前 |
Felipe Lira
|
66f3ec92
|
Added support to ComputeBuffer for non mobile and non WebGL platforms.
|
7 年前 |
Paul Melamed
|
0702ab28
|
copying sample texture into 4kx4k atlas
|
7 年前 |
Mikko Strandborg
|
d0f3c3c1
|
Fix for issue 1145: add enableRandomWrite for the color pyramid surfaces
|
7 年前 |
Frédéric Vauchelles
|
253790d4
|
Renamed properly buffer pyramid variables
|
7 年前 |
Frédéric Vauchelles
|
5d1e46bc
|
Moved CoreRP files in folders for readbility
|
7 年前 |
Julien Ignace
|
ac765a69
|
- Fixed Layered material UI where Density As Opacity checkbox would not be shown in some cases
- Fixed Vertex Color handling in Depth/Velocity passes.
|
7 年前 |
Frédéric Vauchelles
|
085e9237
|
(wip) Refactored screen space tracing for refraction
|
7 年前 |
Felipe Lira
|
e9dc4f31
|
We can't add an extra shader keyword. For now if we have shadows enabled we compute occlusion on both directional and local lights.
|
7 年前 |
Paul Melamed
|
d37105f2
|
Merge branch 'master' into decals/texture_atlas
|
7 年前 |
GitHub
|
de1ddf54
|
Fix light intensity bug which allowed negative values
|
7 年前 |
Felipe Lira
|
b1944d59
|
Cast shadows prop removed, we use shadow strenght instead. Reverted changes that removed light type from w position component. We might want it to be generic in case people want to use other shaders with LW.
|
7 年前 |
Frédéric Vauchelles
|
8c5ec0b2
|
Updated changelog
|
7 年前 |
GitHub
|
72eb8fea
|
Merge pull request #1140 from Unity-Technologies/fix-fogbugz-989321
fix fogbugz 989321 - Light broken when created as "Area" light
|
7 年前 |
Felipe Lira
|
e42f8f63
|
Renamed and refactored shadowpass to improve readability
|
7 年前 |
Frédéric Vauchelles
|
f2621813
|
Fixed mip size and RT creation while computing planar convolution mip chain
|
7 年前 |
sebastienlagarde
|
82122b4d
|
fix fogbugz 989321
|
7 年前 |
Felipe Lira
|
a05bc76c
|
Remover near plane offset configuration from pipeline asset. We use the configuration set in the light itself.
|
7 年前 |
Frédéric Vauchelles
|
b46b3284
|
(wip) Added planar convolution
|
7 年前 |