5625 次代码提交 (87b74039-ea87-465c-9bdc-857740a4b808)

作者 SHA1 备注 提交日期
GitHub 87b74039 Merge pull request #1152 from Unity-Technologies/lw/multipass 7 年前
Frédéric Vauchelles a324758e Fixed test 1102, 1103, 1206 7 年前
Felipe Lira 89c899a1 Fixed newline endings in the files touched by this PR. 7 年前
Frédéric Vauchelles 789d90fe Fixed test 1203 7 年前
Felipe Lira 5bdadbbe Addressed PR's comments. 7 年前
Frédéric Vauchelles ff4ac7db Fixed test 9002 7 年前
Felipe Lira 53d049a2 Checked compiled shaders and updated code for simplicity and consistency. 7 年前
Frédéric Vauchelles 62c37c0f Update refraction test scene 7 年前
GitHub 0b924990 Fix the ordering of SetRenderTarget() calls 7 年前
Felipe Lira 84d6783d Setting up light indices much earliear in the pipeline for better thread scheduling. 7 年前
Frédéric Vauchelles 0406b0ae Renamed ScreenSpaceRefraction volume 7 年前
GitHub 4814ba4a Merge pull request #1157 from Unity-Technologies/fix-depthcopy 7 年前
Felipe Lira 66e79a31 Disabling local shadows on GLES2 (until we get keyword stripping) 7 年前
Frédéric Vauchelles 4838fe60 Fix path search in test tool framework 7 年前
GitHub 614d618c Merge pull request #1156 from Unity-Technologies/fix/smallfixes 7 年前
Felipe Lira e279a4bb fixed shadows on gles2 7 年前
Frédéric Vauchelles 4d04bd95 Added debug data binding inside RenderForward 7 年前
Frédéric Vauchelles db6e0385 Renamed TexturePadding _Source to _InOutTexture 7 年前
Felipe Lira f4678b55 Fixed compilation in SimpleLighting on gles2 7 年前
Frédéric Vauchelles 66076676 Added debug for HiZ SSRT 7 年前
Frédéric Vauchelles 8d5e998d Added pragma on GPUCopy compute shader 7 年前
Felipe Lira 5d568760 Disabling local shadows on mobile until we can get keyword stripping 7 年前
Frédéric Vauchelles a39254c9 Merge branch 'master' into feature/RefractionModes 7 年前
GitHub 791ce3b4 Merge pull request #1155 from Unity-Technologies/Platform-support-check 7 年前
Felipe Lira b44aeec0 fixed shadow kewords setup 7 年前
Sebastien Lagarde 46d72597 Add platform support check 7 年前
Felipe Lira c62af604 Fixed vertex light computation and amount o max local pixels per pass. 7 年前
GitHub 8358f08b Merge pull request #1151 from Unity-Technologies/Branch_LayeredSmallFix 7 年前
Felipe Lira 7ce624ff fixed light indexing 7 年前
Frédéric Vauchelles c96eb98a (wip) Fixed refraction with sky proxy 7 年前
Mikko Strandborg eba212aa Disable color writes in copydepth shader, fixes Vulkan Sceneview in HDRP 7 年前
GitHub 530f4bbf Make default diffusion profile F0 match standard material 7 年前
Felipe Lira 4fe2fdda Controls the amount of local lights shaded in a pass based on the support for StructuredBuffer 7 年前
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 7 年前
Felipe Lira 7f179dc1 Minor improvements to light index buffer. 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
Frédéric Vauchelles 412bd010 Merge master 7 年前
GitHub b782fae4 Merge pull request #1142 from Unity-Technologies/feature/RefactorCoreRPFiles 7 年前
Felipe Lira 3550c0cf fixed wrong light shadow indexing in PBS shader 7 年前
GitHub d2d3a4e1 Merge pull request #1147 from Unity-Technologies/fix/PS4Build 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
Frédéric Vauchelles af3007d3 Use operator[] instead of LOAD on RWTexture2D 7 年前
GitHub 38f1b362 Merge pull request #1141 from Unity-Technologies/feature/PlanarReflectionUI 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 7 年前
GitHub 77f8a26a Merge pull request #1143 from Unity-Technologies/feature/RefactorBufferPyramidVariables 7 年前