Julien Ignace
6d0bd252
Removed Mesh creation at each frame from SkyManager
8 年前
Evgenii Golubev
664b2fb6
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
GitHub
3b62a805
Merge pull request #180 from Unity-Technologies/Branch_DebugCascade
Added a lighting debug mode to visualize Cascaded shadow splits.
8 年前
Julien Ignace
813ade24
Revert "Compilation fix on PS4: removed static keyword and reverted Cluster size to 16 because there's not enough VGPR on PS4 to compile it otherwise (to investigate)"
This reverts commit de20a6598ac2ad76369047a9c7de0d524054f8dc.
8 年前
Julien Ignace
293776aa
Compilation fix on PS4: removed static keyword and reverted Cluster size to 16 because there's not enough VGPR on PS4 to compile it otherwise (to investigate)
8 年前
Evgenii Golubev
e72d74a0
Fix POM tiling issues (height, shadows)
8 年前
Julien Ignace
17a9cbd9
Added a lighting debug mode to visualize Cascaded shadow splits.
8 年前
Evgenii Golubev
52d4f035
Simplify the preprocessed code
8 年前
GitHub
ec72e8e2
Merge pull request #179 from Unity-Technologies/Branch_LightDimmer
Minor renaming.
8 年前
Evgenii Golubev
f6fefa69
Add view dependency to computed linear depth values
8 年前
Julien Ignace
c8b1658e
Minor renaming.
8 年前
Evgenii Golubev
ea306870
Fix the raw depth from the depth offset
8 年前
GitHub
ceaa6eac
Merge pull request #178 from Unity-Technologies/Branch_DisableSpecForReflectionProbe
- Removed all specular from direct lighting when rendering reflection probes.
8 年前
Julien Ignace
c57422d9
- Removed all specular from direct lighting when rendering reflection probes.
- Made sure than no overlay debug was done during rendering of reflection probes and previews.
8 年前
Evgenii Golubev
185e4373
Fix view-space depth for POM (again)
8 年前
GitHub
d9f38e02
Merge pull request #177 from Unity-Technologies/Branch_LightDimmer
Branch lightdimmer
8 年前
Julien Ignace
f9619b5e
Fixed a bug with data allocation for clustered lighting.
8 年前
Evgenii Golubev
2de9e6dd
Update the comment
8 年前
Julien Ignace
fef71130
Added several more options for light: Light Dimmer, Fade with distance (intensity and shadows) and a global dimmer in Tile Pass settings as well.
8 年前
Evgenii Golubev
e30162ef
Fix shadows for tessellation
8 年前
GitHub
1a16747f
Merge pull request #176 from Unity-Technologies/Branch_DebugSkyReflection
Added an option in Lighting debug to display the sky reflection probe cubemap.
8 年前
Julien Ignace
d11b8e6e
Added an option in Lighting debug to display the sky reflection probe cubemap.
8 年前
GitHub
bbd02192
Merge pull request #175 from Unity-Technologies/Change-to-32x32-clustered-tile
HDRenderPipeline: Change from 16x16 to 32x32 tile size for clustered
8 年前
sebastienlagarde
20a72b30
HDRenderPipeline: Change from 16x16 to 32x32 tile size for clustered
- Shader opaque compute doens't work
- Seems that if we disable clustered for forward, the fallback have some
conflict with tiling (not a use mode as the fallback is just a debug
mode but should not happen).
8 年前
GitHub
f6b723f1
Merge pull request #174 from Unity-Technologies/Branch_DepthBufferCreateFix
Fixed a bug with depth buffer not being properly created when switching scenes.
8 年前
Julien Ignace
455c2c85
Fixed a bug with depth buffer not being properly created when switching scenes.
8 年前
GitHub
5cb0e855
Merge pull request #173 from Unity-Technologies/Branch_CopyDepthTexture
Branch copydepthtexture
8 年前
Antti Tapaninen
9a7ca618
restore shaders
8 年前
GitHub
d54fe697
Merge pull request #172 from Unity-Technologies/Tessellatoin-tile-scale
HDRenderPipeline: Add tessellation tile scale
8 年前
GitHub
8b9da4f7
Merge pull request #171 from Unity-Technologies/Add-depth-offset-in-debug-view
HDrenderPipeline: Add depth offset support in debug view depth mode
8 年前
sebastienlagarde
722aa8b3
HDrenderPipeline: Add depth offset support in debug view depth mode
8 年前
sebastienlagarde
50485164
HDRenderPipeline: Add tessellation tile scale
8 年前
GitHub
b7cd7bb8
Merge pull request #170 from EvgeniiG/master
Fix depth offset for POM
8 年前
Evgenii Golubev
841bef3d
Adopt the convention that the 'depthOffsetVS' is always positive
8 年前
Evgenii Golubev
f1c40192
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
mmikk
2f7181ba
add a comment about possible cluster tile sizes
add a comment about possible cluster tile sizes
8 年前
Evgenii Golubev
7e5f4994
Compute the height for the triplanar POM
8 年前
mmikk
f8fb534f
allow clustered tiled to use 16, 32 or 64 as its tile size
allow clustered tiled to use 16, 32 or 64 as its tile size. Fptl will
remain 16x16 due to its per pixel nature.
8 年前
Evgenii Golubev
ef8b38a6
Move the POM height fix into ParallaxOcclusionMapping()
8 年前
mmikk
a47fa1e5
cube map fixup on devices with no cubemap array support
cube map fixup on devices with no cubemap array support.
Enable vertical clamping on the panorama (but preserve horizontal
repeat) to avoid bleeding from top to bottom and vice versa in the
panorama.
8 年前
Evgenii Golubev
9470df9a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Julien Ignace
88a0cfc2
Reverted wrongly commited test code.
8 年前
sebastienlagarde
5e6f5b8d
HDRenderPipeline: Update HDRednerPipeline.asset
8 年前
Evgenii Golubev
3cc7320b
Update heights of POM materials to match the tessellated versions
8 年前
Julien Ignace
2b3c73fa
Changed the way we handle reading into the bound depth buffer.
- Now Depth buffer is not copied anymore on PS4
- On other platform, depth buffer is used only once and the copy is used as a texture in all shader that need it. Depth Buffer Render Target is no longer changed.
8 年前
GitHub
da56ca63
Merge pull request #169 from Unity-Technologies/Branch_SssSettings
Moved SSS Settings to HDRenderpipeline asset
8 年前
Evgenii Golubev
4dcd086c
Fix depth values produced by POM
8 年前
Julien Ignace
6f47c87f
Moved SSS settings to HDRenderPipeline asset (because it's an engine settings, not per scene).
8 年前
Evgenii Golubev
ae05ac6e
Add a height scaling factor for POM
8 年前
Julien Ignace
3dbbcbeb
Update Cascaded Shadow test with new scene settings.
8 年前