5944 次代码提交 (7c8cb1a7-ca4f-469b-9659-3be3f439c4f7)

作者 SHA1 备注 提交日期
Thomas f1e342f8 Allows overriding lerping behavior on volume components 7 年前
Antti Tapaninen 84d9c9ea fix texture/sampler naming scheme for WIND_SETTINGS_TexNoise/WIND_SETTINGS_TexGust, fixes pixelized trees issue with Fontainebleau on metal 7 年前
Paul Melamed cc685e8d Add the ability to change decal shape with the handle ui control 7 年前
Evgenii Golubev 69dfe3f6 Switch to the volume system WIP 7 年前
Felipe Lira a39db674 Updated ShaderGraph templates 7 年前
GitHub b9541da7 Merge pull request #1210 from Unity-Technologies/Display-warning-message-with-VR 7 年前
Evgenii Golubev 09ba8b07 Merge branch 'master' of https://github.com/EvgeniiG/ScriptableRenderLoop 7 年前
Felipe Lira 0c072a52 Added pass names to improve shader stripping debug readability. Fixed a typo. 7 年前
Aleksandr Kirillov 7c8cb1a7 Simplified DepthCopy.hlsl 7 年前
sebastienlagarde f0d38603 Display warning message with VR when not supported in HD 7 年前
Evgenii Golubev 999f9fa8 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline 7 年前
Felipe Lira dbdca030 Stripping Debug and HDRenderPipeline shaders. 7 年前
Aleksandr Kirillov 3e54545d Added stereo rendering support to CopyDepth shaders. 7 年前
GitHub 858b64ad Merge pull request #1197 from EvgeniiG/rename_unity_per_camera 7 年前
Felipe Lira 8efb93de Updated LightweightPipelineCore.cs to new C# convention 7 年前
Aleksandr Kirillov 3ee0f4b3 Added LOAD_TEXTURE2D_ARRAY_MSAA to the Core API. 7 年前
Frédéric Vauchelles a3477180 Update SSR for deferred 7 年前
GitHub 982c273f Added release notes for LWRP. 7 年前
Felipe Lira ba310f35 Added support to local soft shadows. Added rule to strip soft shadows keyword. 7 年前
Aleksandr Kirillov 430af144 Moved depth copying to an include file. 7 年前
Frédéric Vauchelles 4bd00e90 Merge master 7 年前
GitHub 60d3b875 Merge pull request #1205 from Unity-Technologies/Fix-warning 7 年前
Felipe Lira 3bbb9197 Upgraded lightweight UI to have local shadow settings. Upgrader asset version. Stripping local shadows based on pipeline capabilities. 7 年前
GitHub 98944227 Merge pull request #1223 from Unity-Technologies/lw/get_rid_of_depth_prepass_when_possible 7 年前
Sebastien Lagarde 016a2305 HDRenderPipeline: Fix shader and C# warning + re-arrange lightloop for env 7 年前
Aleksandr Kirillov 1748dc67 Removed an unnecessary #pragma from the CopyDepthMSAA shader. 7 年前
Felipe Lira 38d02996 Split stripping at shader, pass and variant stage. 7 年前
Stephane Laroche ad31624f -Add base 2 lobe specular GGX along with inputs and UI. 7 年前
GitHub ea51b585 Merge pull request #1188 from Unity-Technologies/stacklit 7 年前
Aleksandr Kirillov 0d71285d Now forcing a blit instead of copying a texture if we need to resolve MSAA depth. 7 年前
Felipe Lira c30fcd10 Added pipeline capabilities. Stripping shader meta pass and variants based on selected capabilities. 7 年前
sebastienlagarde caef3231 Merge remote-tracking branch 'refs/remotes/origin/master' into stacklit 7 年前
GitHub 5ee5df81 Merge pull request #1202 from Unity-Technologies/fix/master_HDMaterialConverter 7 年前
Aleksandr Kirillov 34562958 Added a shader that resolves a MSAA depth RT to execute on platforms that support tex2dms. 7 年前
Felipe Lira bbeadae5 Added LightweightKeywords and ShaderPreprocessor. Stripping Meta pass from build. 7 年前
Remy 2dea8304 Correct source texture channel of detail map 7 年前
Evgenii Golubev b4708ef6 Merge upstream/master 7 年前
Aleksandr Kirillov 9ed48265 Fixed a wrong condition check. 7 年前
Felipe Lira 4fec8c89 Added shader pass names so we can strip passes by pass name. 7 年前
sebastienlagarde 66ff4e4a Add normal view debug mode 7 年前
Remy 7643f8fc Changed occlusion source channel of material converter to green (channel used in legacy shader for occlusion map). 7 年前
Evgenii Golubev 2c4bd864 Add and/or rename to legacy Unity shader variables 7 年前
Aleksandr Kirillov 17b92683 Cleaned up depth prepass and depth copy setup code. 7 年前
Felipe Lira a15c7e93 Removed NO_SHADOWS define as it's not really necessary. If one doesn't want shadow support only thing that needs to be done is to not define _SHADOWS_ENABLED or _LOCAL_SHADOWS_ENABLED in the shader. 7 年前
sebastienlagarde 2e40eff7 Merge remote-tracking branch 'refs/remotes/origin/master' into stacklit 7 年前
GitHub 2a9a01f7 Merge pull request #1185 from Unity-Technologies/Add-FullScreeMedia-path 7 年前
Evgenii Golubev 8ffeafaf Fix material animation in reflection probes 7 年前
Aleksandr Kirillov 7e1af428 Fixed a check whether the system supports copying depth textures. 7 年前
Felipe Lira cdd9a0d1 Added _LOCAL_SHADOWS_ENABLED keyword 7 年前
GitHub 8c5e87ae Merge pull request #1198 from Unity-Technologies/Move-ComputeTextureLOD-to-common 7 年前