2447 次代码提交 (8814cf02-7d4b-4684-b27c-186f5f377768)

作者 SHA1 备注 提交日期
Antti Tapaninen a8edd715 Merge branch 'master' into metal 8 年前
Antti Tapaninen a38bee23 Merge branch 'master' into metal 8 年前
Antti Tapaninen 2cce2981 Merge branch 'master' into metal 8 年前
Filip Iliescu 996434fd update local copies of HLSLSupport and UnityStandardCore to match changes in Unity src tree and fix errors after updating 8 年前
Filip Iliescu db72d2ac Create test scene for Classic OnChip Deferred Renderloop 8 年前
Filip Iliescu 70de8f67 fix a bug causing bad rendering in standard shader. 8 年前
Filip Iliescu 5b00b86c implement a material upgrader to port standard shader for all materials to one belonging to renderloop 8 年前
Filip Iliescu 1109a6c7 initial port of Classic OnChip Deferred Mobile Renderloop based on exisitng standard and deferred shaders from built-in renderloops with new shadows. 8 年前
Filip Iliescu ac3a3376 remove local atomics from FPTL for Mobile 8 年前
Antti Tapaninen 6905e65f Merge branch 'master' into metal 8 年前
Antti Tapaninen 77eb16d6 Merge branch 'master' into metal 8 年前
Antti Tapaninen 42af929e Merge branch 'metal' of github.com:Unity-Technologies/ScriptableRenderLoop into metal 8 年前
Filip Iliescu 7344b48c update project settings for iOS and metal 8 年前
Filip Iliescu 9c8adb1a enable panaroma for iOS 8 年前
Antti Tapaninen 3a792c86 remove .orig file 8 年前
sebastienlagarde 2e15537d HDRenderPipeline: rename disableFptlWhenClustered to enableFptlForOpaqueWhenClustered 8 年前
sebastienlagarde 53c4ba59 HDRenderPipeline: Apply tiling on both base and details map (was only on base) 8 年前
runes 8d6eac51 compile fixes for xbox one 8 年前
runes 84860a17 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
runes cb7bce50 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
uygar f4c6d4da Added .meta file for Resources folder. 8 年前
uygar d717a22e Added additional bias parameter for all algorithms. 8 年前
uygar 95a0d58b Fixed winding order of objects renderered into point shadowmaps. 8 年前
uygar 699822c3 Added support for choosing a precision for shadow variants. There are two settings, Low and High, which currently select between 16 bits per channel and 32 bits per channel shadow maps. 8 年前
uygar f41b5af9 Added missing compute shader from previous commit. 8 年前
uygar 94d9ef0a Added support for choosing shadow algorithms. Each algorithm can have up to 8 variants. 8 年前
uygar 4ab44f55 Added missing call to postupdate in shadow atlas after rendering the last shadowmap. 8 年前
uygar 15b40544 Updated project version to new version formatting. 8 年前
uygar 4d0a2ea9 Capitalized unpack function name. 8 年前
uygar 72e1a88c Fixed shader compilation errors caused by the previous merge when enabling the new shadow system. 8 年前
uygar 77102a68 Merge branch 'master' into shadows 8 年前
uygar e54554a7 Assigned proper tile producer to hdrenderpipeline. 8 年前
uygar 26a238ec Disabled new shadow system again in preparation of a merge into the main branch. 8 年前
uygar 02ed6370 Added a new ShadowPayload struct that contains 4 ints to cut down on the number of buffer load instructions in shaders. 8 年前
uygar 02e3fa95 Moved shadow sampling patterns into a new file called ShadowSampling.hlsl. 8 年前
runes 2ce17b6c Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
uygar 9372c439 Moved shadow setup related code into its own class to make separation from the light loop easier. 8 年前
uygar a9dc4866 Modified ShadowmapBase by adding a new enum bitmask designating the supported shadow types by this shadowmap. 8 年前
uygar 7f956895 Removed obsolete line from shadow.hlsl file. 8 年前
uygar c8a27740 Merge branch 'master' into shadows 8 年前
Evgenii Golubev 7cabcadf Use DrawProcedural() for drawing full screen 8 年前
Evgenii Golubev ed2dfbc7 Fix build issues of the Unity player 8 年前
Evgenii Golubev 5bc9c921 Avoid incorrectly shading the skybox region 8 年前
Evgenii Golubev 538bf3b2 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
Evgenii Golubev 0d77adff Implement faster (achromatic) bilateral weighting 8 年前
Evgenii Golubev 1de4ebd0 Use more efficient parameter clamping 8 年前
Evgenii Golubev 580ddd97 Perform runtime weight normalization 8 年前
Evgenii Golubev 5c69bd3c Fix bilateral weighting 8 年前
Julien Ignace 60dd6c48 Implemented lighting debug in the shader. 8 年前
Evgenii Golubev 00ba8344 Remove the bilateral scale and store RGB (1 / (2 * WeightedVariance)) 8 年前