Torbjorn Laedre
8c0a8a60
Added GI modes test scene.
8 年前
Torbjorn Laedre
2d224a5c
Re-enable builtin deferred render path.
8 年前
Sebastien Lagarde
c40fa543
Adding back postprocess submodule
8 年前
Torbjorn Laedre
5c1b2a97
Fixed bug in light transport uv->position 'unwrap'.
8 年前
GitHub
712ff1d3
Merge pull request #228 from Unity-Technologies/shadows
Update Shadows system
8 年前
Evgenii Golubev
898504c3
Switch to node-centered sampling
8 年前
Evgenii Golubev
3dde4852
Increase the contribution of SSS samples
8 年前
Evgenii Golubev
0695d654
Simplify the SSS stencil test
8 年前
Evgenii Golubev
9c734442
Add an SSS_DISTANCE_SCALE to allow for a wider range of standard deviations
8 年前
Evgenii Golubev
9d446463
Remove 'MaterialIDType'
8 年前
Tim Cooper
aa808e8d
[UX]Add simple defaults to the LowEndPipe, migrate RenderPipeline.cs -> core unity branch.
8 年前
sebastienlagarde
ef19678b
HDRenderPipeline: Submit missing meta and mat file.
8 年前
Evgenii Golubev
73b5742b
Do not use Material.SetColor() API as it doesn't supply the shader with the values you expect
8 年前
Evgenii Golubev
849f1732
Create a material ID swap utility
8 年前
Felipe Lira
7b6bea1a
(LDPipe) Fixed issue where objects where not being rendered in metal when there was not light shadow caster.
8 年前
Evgenii Golubev
e42b32e9
Implement a more accurate heuristic to avoid the cost of SSS filtering
8 年前
Evgenii Golubev
96d3becf
Update the generated header file
8 年前
Felipe Lira
3a74033e
Merge branch 'test-framework'
8 年前
Evgenii Golubev
c0b4b9e8
Optimize SSS with an early-out based on the distance and the radius
8 年前
Evgenii Golubev
2da00de6
Set the ID of the SSS material to 0 and of the standard material to 1
8 年前
GitHub
6d901bc9
Merge pull request #249 from EvgeniiG/small_sky_improvements
Partially fix broken sky lighting on scene reload
8 年前
Evgenii Golubev
6c724f17
Add a comment
8 年前
GitHub
6c4b8ea7
Merge pull request #248 from EvgeniiG/small_sky_improvements
Add a "Max Sky Distance" parameter to the procedural sky
8 年前
Evgenii Golubev
ba07b13e
Remove a bad numerical fit for DiffuseSphereLightIrradiance()
8 年前
mmikk
816ec401
turned out HasShaderDefine() landed in 2017_1 afterall
turned out HasShaderDefine() landed in 2017_1 afterall
8 年前
Evgenii Golubev
0ebd995a
Add a note regarding the requirement for (NdotL > 0)
8 年前
Felipe Lira
8f108bb9
Fixed run time issue when cascades were enabled in LD.
8 年前
Evgenii Golubev
80077f9a
Save 1 VGPR by removing 'unNdotV' from PreLightData
8 年前
GitHub
9a69062d
Merge pull request #247 from Unity-Technologies/test-framework
Test framework
8 年前
Evgenii Golubev
8ced0098
Partially fix broken sky lighting on scene reload
8 年前
Evgenii Golubev
747ebdbf
Simplify the macro
8 年前
Evgenii Golubev
7758c3b3
Add a "Max Sky Distance" parameter to the procedural sky
8 年前
Evgenii Golubev
8f41c126
Replace the standard deviation with the scatter distance in centimeters
8 年前
GitHub
32ccb9ac
Merge pull request #246 from EvgeniiG/master
Fix specular artifacts for (NdotV < 0)
8 年前
Evgenii Golubev
0ca73a6a
Switch the thickness remap to centimeters and set the low thickness threshold to 0.5 cm
8 年前
Evgenii Golubev
1f9e3e8f
Fix specular artifacts for (NdotV < 0)
Cost: 1 VGPR.
We clamp NdotV between 0.0001 and 1 as we fill the PreLightData.
However, for direct lighting, this changes neither N nor V. Therefore, when we try to use this clamped NdotV value in other geometric calculations, results occasionally make no sense.
Caveat: if (NdotV < 0) and (NdotL -> 0), H may point in the opposite hemisphere from N. Clamped XdotH products appear to take care of this issue.
8 年前
Evgenii Golubev
29ab36e1
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
mmikk
2d627a06
must return all 4 components for RGBm
must return all 4 components for RGBm
8 年前
mmikk
11d5531b
make this editor cache thing editor only
make this editor cache thing editor only
8 年前
runes
bd5861bc
fixed flickinger with multiple viewports
8 年前
runes
a412958b
Added projectors to TileDebug enum
8 年前
Evgenii Golubev
0f88492f
Clean up #defines
8 年前
Evgenii Golubev
31365e67
Add another sphere light approximation
8 年前
Sebastien Lagarde
d43dde2d
HDRenderPipeline: Change normal tetra 10:10+2 encoding to oct10:10+2 encoding
oct result is similar to tetra but is cheaper.
8 年前
Evgenii Golubev
1a8376bc
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Evgenii Golubev
4406b447
Update the sphere light approximation
8 年前
Evgenii Golubev
f5110cd2
Save 1 cycle
8 年前
Evgenii Golubev
55ddce82
Fix hard clipping artifacts
8 年前
Evgenii Golubev
6c224d47
Merge branch 'master'
8 年前
Evgenii Golubev
2a173afd
Avoid a compiler warning
8 年前