sebastienlagarde
63ce8f11
Add missing meta
7 年前
sebastienlagarde
1ec4ca3b
Merge remote-tracking branch 'refs/remotes/origin/master' into specular-occlusion
# Conflicts:
# ScriptableRenderPipeline/Core/ShaderLibrary/CommonLighting.hlsl
7 年前
GitHub
f14653df
Merge pull request #395 from Unity-Technologies/Add-multibounce-approximation-on-AO-
Add multibounce approximation on ao
7 年前
sebastienlagarde
ed1cd58c
Add comment
7 年前
sebastienlagarde
bf01ba3b
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-multibounce-approximation-on-AO-
7 年前
Evgenii Golubev
1bfec348
Add ShaderVariables.hlsl to the procedural sky shader
7 年前
Sebastien Lagarde
23bcdad7
add support of basic specular occlusion (intersection of cone)
7 年前
Julien Ignace
55bd39cb
- Updated ShadowsTest scene with a setup of cameras.
- Split Input Registering code from DebugActionManager and used it to register inputs for FreeCamera
7 年前
sebastienlagarde
93ab200c
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-multibounce-approximation-on-AO-
7 年前
GitHub
77fe7881
Merge pull request #394 from Unity-Technologies/bent-normal-and-specular-occlusion
add bent normal support
7 年前
Sebastien Lagarde
22b1a958
Merge remote-tracking branch 'refs/remotes/origin/master' into bent-normal-and-specular-occlusion
7 年前
GitHub
dd6ac2f3
Merge pull request #393 from Unity-Technologies/Branch_LitAndLayeredImprovements
Branch litandlayeredimprovements
7 年前
Julien Ignace
008bb5f3
Layered shader: Moved Material reference UI at the bottom and added the possibility to synchronize everything but the UV related properties of all the layers.
7 年前
Sebastien Lagarde
beedb90d
Add support for bent normal on lit and layered shader
Remove horizon fade as it is useless and produce artifact
7 年前
Julien Ignace
d2441929
Unlocked UV sets for Layer0 and BlendMask for layered shader.
7 年前
Sebastien Lagarde
f8e4f5df
Merge remote-tracking branch 'refs/remotes/origin/master' into bent-normal-and-specular-occlusion
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
7 年前
Evgenii Golubev
bb1bc475
Fix camera-relative rendering of the procedural sky
7 年前
Julien Ignace
16b88581
Heightmap min/max are now in centimeters
7 年前
sebastienlagarde
c635afcd
Add multi bounce approximation on SSAO (Colored AO)
7 年前
Evgenii Golubev
5bcd2d03
Fix an issue with reconstruction of WS positions in the procedural sky code
7 年前
Julien Ignace
d2e6ad3c
Smoothness now has a min/max slider for remapping when a texture is provided (otherwise, the regular slider is still available).
7 年前
GitHub
a7bad06d
Merge pull request #392 from Unity-Technologies/Branch_LitAndLayeredImprovements
Removed DetailMask and Emissive Mode.
7 年前
Julien Ignace
2d461ae1
Removed DetailMask and Emissive Mode.
- Detail mask is now always in the blue channel of the mask map
- Emissive is now EmissiveMap * EmissiveColor * lerp(1.0, Albedo, albedoAffectEmissive) with EmissiveMap being optional.
7 年前
GitHub
caa90067
Merge pull request #391 from Unity-Technologies/Branch_LitAndLayeredImprovements
Branch litandlayeredimprovements
7 年前
Julien Ignace
2e93ea50
Removed the now useless "normal map sampling with bias" code.
7 年前
Julien Ignace
ba7a39b0
Normal map influence now lerps to the tangent space vertex normal instead of lower mip of the normal map. Less artifacts and probably better performance.
7 年前
Julien Ignace
27e00b17
Fixed a bug where main layer influence would show up even if the main layer blend mask was zero.
7 年前
Julien Ignace
26608503
- "Opacity As Density" mode is now a checkbox
- Fixed Density mode when using Height based blend.
7 年前
Julien Ignace
9ddbd02b
Heightmaps are now parametrized with Min/Max values instead of amplitude.
7 年前
sebastienlagarde
c1c97c18
push draft
7 年前
GitHub
1df4fb35
Merge pull request #389 from Unity-Technologies/Branch_UpdateShadowScene
Branch updateshadowscene
7 年前
Julien Ignace
09f867e5
Renamed CascadedShadowsTest to ShadowsTest
7 年前
rthompson-unity
9d156845
Further fptl tidy up
7 年前
Julien Ignace
e9449d38
Update Shadow Scene
7 年前
rthompson-unity
7e1b650c
Added async compute to fptl light list build. Removed shader that was not in use and causing compile errors on ps4
7 年前
sebastienlagarde
eacc4ecd
HDRenderPipeline: Update some comment in UI and code
7 年前
GitHub
1068a386
Merge pull request #387 from EvgeniiG/volumetrics
Factor out volumetric lighting code
7 年前
Evgenii Golubev
a14273a0
Factor out volumetric lighting code
7 年前
Peter Bay Bastian
aa53d751
Add files for UPM
7 年前
Evgenii Golubev
f24c6a35
Add analytical transmittance integration
7 年前
Peter Bay Bastian
b7904f55
Update README to mention new folder structure
7 年前
Evgenii Golubev
4898d174
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into volumetrics
7 年前
Peter Bay Bastian
87db2a13
Fix shader include paths in OnTileDeferred shader
7 年前
Peter Bay Bastian
2cd62598
Update graphics test framework to work with new folder structure
7 年前
Peter Bay Bastian
8237416b
Fix capitalization in include path
7 年前
Peter Bay Bastian
d6b8a7e5
Change root of repository to Assets/
7 年前
Peter Bay Bastian
e621aacf
Convert absolute paths to relative paths in shader includes
7 年前
Peter Bay Bastian
5afa867d
Add PostProcessing submodule to new path
7 年前
Evgenii Golubev
f9a33825
Use the isotropic phase function as an optimization
7 年前
Peter Bay Bastian
a6468172
Remove PostProcessing submodule
7 年前