Frédéric Vauchelles
7acb1559
[BC6H] Fix missing last mips
7 年前
Frédéric Vauchelles
8ad5930b
[BC6H] Added test scene
7 年前
Remy
3099539f
Add displacement graphic test.
Update HDRP graphic test template images.
7 年前
Julien Ignace
536372e5
Fixed shadow map creation code in the shadow framework.
7 年前
Frédéric Vauchelles
5a04f3fb
[BC6H] Added BC6H compression
7 年前
Felipe Lira
4ec47f43
Merge branch 'LightweightPipeline'
# Conflicts:
# ScriptableRenderPipeline/master-package.json
7 年前
GitHub
fa729f24
Merge pull request #597 from Unity-Technologies/Implement-depth-post-pass
HDRenderPipeline: Add support for depth postpass and backface/frontface rendering
7 年前
Felipe Lira
721479c6
Bumped version of srp package.
7 年前
Sebastien Lagarde
407e1d7d
Merge remote-tracking branch 'refs/remotes/origin/master' into Implement-depth-post-pass
7 年前
GitHub
3dfc1b66
Merge pull request #598 from Unity-Technologies/Add-ColorMask-0-to-depth-and-shadow-pass
HDRenderPipeline: Add ColorMask0 to depth and shadow pass
7 年前
Sebastien Lagarde
fd96ccd7
HDRenderPipeline: Add ColorMask0 to depth and shadow pass
7 年前
GitHub
8e4b370d
Merge pull request #596 from Unity-Technologies/metal
metal fixes
7 年前
Felipe Lira
eb04f46b
updated srp packed version.
7 年前
Antti Tapaninen
fddd397a
pass placeholder _SkyTexture in proper texture format
7 年前
Felipe Lira
0069001b
Added fix to subtractive mode.
7 年前
Antti Tapaninen
f53de9f7
unify only_renderers list, fix typos
7 年前
Sebastien Lagarde
f98dfd68
HDRenderPipeline: Fix debug pass for now backface rendering pass and forward only
7 年前
Felipe Lira
b3ebc0d2
Removed some variants to reduce build time.
7 年前
Antti Tapaninen
355ac358
enable tess shaders for metal
7 年前
Sebastien Lagarde
61e38068
HDRenderPipeline: Add support for depth postpass and backface/frontface rendering
7 年前
Felipe Lira
6c725111
LightweightPipeline asset is initialized from resource file. Moved pipeline asset to outside lightweight package.
7 年前
GitHub
36c8a29b
Merge pull request #595 from Unity-Technologies/Remove-multiply-blendmode
Remove multiply blendmode
7 年前
Felipe Lira
048d72e1
Propertly Initializing asset resources when a new Lightweight pipeline is created.
7 年前
Sebastien Lagarde
54642339
HDRenderPipeline: Remove multiplicative mode 2
7 年前
Evgenii Golubev
a3be44b0
Add comments
7 年前
Felipe Lira
1496a464
Fixed shader error when in color space gamma.
7 年前
Sebastien Lagarde
8e92ddef
HDRenderPipeline: Remove multiply blend mode
- Multiply make it easy to do mistake (inf, negative number, NaN) and
prevent optimization like half res rendering or offscreen compositing
7 年前
Felipe Lira
50de2c20
Bumped SRP package version.
7 年前
Evgenii Golubev
974fa5e1
Reduce the number of dependent texture reads
7 年前
Felipe Lira
fda645b1
Bumped SRP package version.
7 年前
Peter Bay Bastian
ffe95b56
[subpackage] Add option to save .npmrc file for publishing other packages at the same time
7 年前
Felipe Lira
18e0d6e8
Merge branch 'Unity-2017.3'
7 年前
GitHub
c646275f
Merge pull request #588 from EvgeniiG/master
Improve HLSL macros
7 年前
GitHub
4f47fa6e
Merge pull request #592 from Unity-Technologies/Add-screen-position-parameter-to-gbuffer-functions
HDRenderPipeline: Added screen position parameter to GBuffer function
7 年前
sebastienlagarde
43c10ade
HDRenderPipeline: Added screen position parameter to GBuffer function
- This allow to do some gbuffer encoding/decoding function with
checkboard pattern
- Update the GBuffer macro accordingly
7 年前
sebastienlagarde
06524b75
HDRenderPipeline: Fully qualified name for UnityEngine.Graphics to avoid namespace conflict
7 年前
sebastienlagarde
188e343b
HDRenderPipeline: Add SAMPLE_DEPTH_TEXTURE to our various API
7 年前
Evgenii Golubev
816893ee
Remove a magic number
7 年前
GitHub
894dac3c
Merge pull request #591 from Unity-Technologies/Remove-clustered-opaque-option
Update tile/cluster management for forward/deferred
7 年前
Evgenii Golubev
4a50580e
Rename Sqr() to Sq(): SQ = SQuare. SQRT = SQuareRooT
7 年前
Sebastien Lagarde
ccb1518c
HDRenderPipeline: Re-enable option to have forward opaque cluster (for MSAA)
-reintroduce previously removed enabledFptlwhenCluster and rename it to
enableFptlForForwardOpaque
New rules are:
// Deferred opaque always use FPTL, forward opaque can use FPTL or
cluster, transparent always use cluster
// When MSAA is enabled, we only support cluster (Fptl is too slow with
MSAA), and we don't support MSAA for
7 年前
Evgenii Golubev
88791113
Replace FLT_SMALL with FLT_EPSILON
7 年前
Sebastien Lagarde
a1452574
Move RenderLightingDebug to RenderDebugOverlay
Remove RenderLightingDebug function and move the debug code to
RenderDebugOverlay
7 年前
Evgenii Golubev
1c6c73d4
Add a macro for Swap()
7 年前
Sebastien Lagarde
2b182986
HDRenderPipeline: Update tile/cluster debug menu
7 年前
Evgenii Golubev
b1513a17
Update the template macros to only support integers and floats
7 年前
Sebastien Lagarde
0593b15a
HDRenderPipeline: Change the code of deferred lighting material variant that was broken mono implementaiton
7 年前
Evgenii Golubev
cf214dfc
Improve the comment
7 年前
Sebastien Lagarde
61e9390a
HDRenderPipeline: Fix the pipeline to be fptl for opaque and cluster for transparent
- remove all the cluster settings option
7 年前
Evgenii Golubev
5b3b76c3
Put macros into their own header
7 年前