5415 次代码提交 (8ac0b4ee-e61f-48b4-aea4-e4a462111824)

作者 SHA1 备注 提交日期
sebastienlagarde bcc645de Fixed various issues with debug window 7 年前
sebastienlagarde 2916f7c5 Rename 'Default Camera' => 'Scene View" in debug windows, less confusing for user 7 年前
sebastienlagarde 0fa00af2 Update tooltip for users for ligths 7 年前
Aleksandr Kirillov 0593af3c Updated LW PBR FWD pass template in shader graph. 7 年前
sebastienlagarde cb2ee22e Fix shadowmask warning + lightmap warning 7 年前
Aleksandr Kirillov f7246274 No renormalization on normals per-pixel for mobile. 7 年前
GitHub d7f4d6ed Merge pull request #1008 from Unity-Technologies/decals/api_change 7 年前
Paul Melamed 07ab7b09 Merge branch 'master' into decals/api_change 7 年前
Aleksandr Kirillov 1ad16cf5 Got rid of a dependent texture read when sampling a lightmap in LW SRP. 7 年前
GitHub 8420a1d5 Update submodule instructions in README 7 年前
Aleksandr Kirillov 98367910 Fixed SH being always evaluated per-pixel. 7 年前
sebastienlagarde b0c0b431 Fix postprocess enabled when debug mode are enabled (now they are disabled) 7 年前
Aleksandr Kirillov 92c885e2 Fixed LightweightStandardSimpleLighting shader to use target 2.0 and packed interpolators so that they would fit into SM2 limits (8x4). 7 年前
sebastienlagarde 5da6f3f9 temp fix fo cluster decal 7 年前
sebastienlagarde f891e002 Fix warning issue with ProceduralSky 7 年前
Robert Srinivasiah bac17a2d Remove comment after Morten schooled me 7 年前
sebastienlagarde 76abe74c Revert modification of lightdefinition for envlight 7 年前
Robert Srinivasiah 2b42cb90 Cleanup structured comments 7 年前
Felipe Lira eb62162a Added SHADER_HINT_NICE_QUALITY. Viewdirection is normalized in vertex or frag depending on the quality hint. 7 年前
sebastienlagarde 60bed700 Fixed shadow fade out of punctual lights with max shadow distance. 7 年前
Robert Srinivasiah c310dc18 Create common function for indexing into layered offset buffer 7 年前
Felipe Lira 8610635a Changed shadowmap to use D16_UNORM format. 7 年前
GitHub c97c8703 Merge pull request #1037 from Unity-Technologies/shadergraph-trunk-compatibility 7 年前
Robert Srinivasiah ed1a2f00 Use common LogBaseBuffer index generator 7 年前
Felipe Lira 4d2e62ba Minor improvement. 7 年前
Peter Bay Bastian d4278bbf Update ShaderGraph submodule to get trunk compatibility fixes 7 年前
Robert Srinivasiah 31ec4175 Supposted stereo-ized clustered light list lookups 7 年前
Felipe Lira b5f02e43 Fixed subtractive mode 7 年前
Felipe Lira 8a6de19e Added Cascade Split UI 7 年前
GitHub ca081be2 Merge pull request #1028 from Unity-Technologies/hdrp-xr-bigtile 7 年前
Robert Srinivasiah e606b3b4 Stereo-ize writes to output buffers + enable stereo! 7 年前
sebastienlagarde 871ab51c Miss one file 7 年前
Robert Srinivasiah f80efab2 Sample from correct portion of g_depth_tex 7 年前
sebastienlagarde c810e7d7 Fix issue with shader resource of sky 7 年前
Robert Srinivasiah a8e4b376 Stereo-ize reads from g_vBigTileLightList 7 年前
GitHub 62c92de8 Merge pull request #1027 from Unity-Technologies/LW-MetaPassFix 7 年前
Robert Srinivasiah cb02319a Generate correct indices for g_vBoundsBuffer 7 年前
Thomas e23d090b Fix for packman 7 年前
Robert Srinivasiah 4b9402f6 Use GenerateLightCullDataIndex to properly index bounds/volumes 7 年前
GitHub 9acee18f Merge pull request #1031 from Unity-Technologies/Remove_HD_Components_ContextMenu 7 年前
Robert Srinivasiah f953f444 Comment cleanup + steorize last function 7 年前
GitHub 84669008 indent correctly 7 年前
Robert Srinivasiah 06b914bd Generate eye index, and start using to index proj matrices 7 年前
Remy 8bbade68 Add "Remove HD *" context menu items for light / reflection probe / camera 7 年前
GitHub 6bd4de5b Merge pull request #1032 from Unity-Technologies/LightmapDecodeFixes 7 年前
Robert Srinivasiah ff6c3d3e Pass in stereo projection matrices to clustered light list gen 7 年前
GitHub 9eb3f510 Merge pull request #1029 from Unity-Technologies/update-shadergraph 7 年前
Robert Srinivasiah 1a077742 Extensive notes about what and how to stereo-ize clustered light gen 7 年前
Peter Bay Bastian b8114a3a Update ShaderGraph submodule (DO NOT BACKPORT) 7 年前
Joel de Vahl 73b75a26 Make sure we get the correct lightmap decode parameters when in gamma mode 7 年前