5631 次代码提交 (7c52d2d3-b158-47e5-8fef-32de9f71cebe)

作者 SHA1 备注 提交日期
GitHub 38f1b362 Merge pull request #1141 from Unity-Technologies/feature/PlanarReflectionUI 6 年前
Felipe Lira bf164955 Fixed some issues with multiple shadow casting lights. 6 年前
Paul Melamed 19e30640 changed to use a 2d texture atlas instead of texture 2d array for decals rendered in the transparent pass 6 年前
Frédéric Vauchelles 4f1b9eae Merge branch 'master' into feature/PlanarReflectionUI 6 年前
GitHub 77f8a26a Merge pull request #1143 from Unity-Technologies/feature/RefactorBufferPyramidVariables 6 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. 6 年前
Paul Melamed ff3bd5a3 using new texture atlas to store decal textures 6 年前
Frédéric Vauchelles 63675025 Moved Misc to common and utilities 6 年前
GitHub 7bfc3e85 Merge pull request #1146 from Unity-Technologies/fix-1145 6 年前
Felipe Lira ae197d2f Removed unused shader define 6 年前
Paul Melamed 372a7582 fix script compile and pssl errors 6 年前
Mikko Strandborg ed187777 Fix standalone builds: Light.lightmapBakeType is only available in the editor 6 年前
Frédéric Vauchelles 8b5b5f95 Updated changelog 6 年前
Frédéric Vauchelles 4fbb1c4f (wip) Added refraction model 6 年前
Felipe Lira 66f3ec92 Added support to ComputeBuffer for non mobile and non WebGL platforms. 6 年前
Paul Melamed 0702ab28 copying sample texture into 4kx4k atlas 6 年前
Mikko Strandborg d0f3c3c1 Fix for issue 1145: add enableRandomWrite for the color pyramid surfaces 6 年前
Frédéric Vauchelles 253790d4 Renamed properly buffer pyramid variables 6 年前
Frédéric Vauchelles 5d1e46bc Moved CoreRP files in folders for readbility 6 年前
Julien Ignace ac765a69 - Fixed Layered material UI where Density As Opacity checkbox would not be shown in some cases 6 年前
Frédéric Vauchelles 085e9237 (wip) Refactored screen space tracing for refraction 6 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. 6 年前
Paul Melamed d37105f2 Merge branch 'master' into decals/texture_atlas 6 年前
GitHub de1ddf54 Fix light intensity bug which allowed negative values 6 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. 6 年前
Frédéric Vauchelles 8c5ec0b2 Updated changelog 6 年前
GitHub 72eb8fea Merge pull request #1140 from Unity-Technologies/fix-fogbugz-989321 6 年前
Frédéric Vauchelles f2621813 Fixed mip size and RT creation while computing planar convolution mip chain 6 年前
sebastienlagarde 82122b4d fix fogbugz 989321 6 年前
Frédéric Vauchelles b46b3284 (wip) Added planar convolution 6 年前
sebastienlagarde ef051016 Update default settings for planar reflection 6 年前
Frédéric Vauchelles 7a36ca8a Refactored pyramid buffer processors 6 年前
sebastienlagarde 149755a5 HDRenderPipeline: Update various missing meta file 6 年前
Andre McGrail cb320661 Initial push 6 年前
Frédéric Vauchelles 69d0037d Updated UI for planar reflection 6 年前
GitHub 5854bde8 Merge pull request #1138 from Unity-Technologies/Branch_HideDebugExposure 6 年前
GitHub a022b93b Merge pull request #1139 from Unity-Technologies/feature/PyramidBuffer 6 年前
Frédéric Vauchelles 04e13257 Added TileLayout utilities 6 年前
Frédéric Vauchelles 6a09cec1 Restored sky lighting override mask 6 年前
GitHub b357f4bf Merge pull request #1137 from Unity-Technologies/feature/PyramidBuffer 6 年前
Frédéric Vauchelles d07a7129 Added changelog 6 年前
Frédéric Vauchelles ad93368d Fixed color pyramid buffer 6 年前
Frédéric Vauchelles 05aa3232 Removed useless kernels 6 年前
Julien Ignace a851ac6e Hide debug exposure entry when no related debug mode is enabled. 6 年前
Frédéric Vauchelles cac44820 Fixed depth pyramid buffer 6 年前
Frédéric Vauchelles a939e5aa Added TexturePadding utility 6 年前
Frédéric Vauchelles ab299efc Added viewport copy for GPUCopy 6 年前
Evgenii Golubev e51b0e0a Revert the change which passes sample extinction to light evaluation routines 6 年前
Evgenii Golubev 8db6f218 Optimize SampleHemisphereCosine() to not require a tangent frame 6 年前
Evgenii Golubev 694eebc4 Fix the NaN issue with IntersectRayAABB() 6 年前