sebastienlagarde
510e127a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Peter Bay Bastian
f62171b8
LINQ-ified some stuff in AbstractGraphDataSource.UpdateData()
8 年前
GitHub
c081640f
Update readme
8 年前
sebastienlagarde
524694c1
HDRenderloop: very Minor update
8 年前
Peter Bay Bastian
a848031a
Added NodeModificationScope for the onNodeModifiedCallback
Currently it is not used anywhere and all the places making the
callbacks are passing ShaderRegeneration. Need to analyse which
properties actually causes ShaderRegeneration as well as actually use
this callback to regenerate shaders rather than checking against node
version.
8 年前
Aras Pranckevicius
f1c43935
Always do HDR in FPTL test, switch albedo buffers to LDR
8 年前
Peter Bay Bastian
54caa127
Fixed a bug causing nodes without previews to have zero width
8 年前
Aras Pranckevicius
f3056d0a
Update git ignores
8 年前
Peter Bay Bastian
85173f43
Added UI for Vector{2,3,4}
8 年前
Aras Pranckevicius
370ba5f9
Cleanup unnecessary files
8 年前
Peter Bay Bastian
88700be8
MaterialNodeDrawer no longer uses MarkDirtyHack for time-dependent nodes, instead only re-painting
8 年前
GitHub
5c1656e1
Added license
8 年前
Peter Bay Bastian
cdc2bd79
Extracted NodePreviewDrawer from MaterialNodeDrawer
8 年前
GitHub
ebad79a0
Added readme
8 年前
Peter Bay Bastian
4668408f
AbstractGraphDataSource now re-uses existing elements when adding/removing nodes&edges
8 年前
Aras Pranckevicius
3333b3d3
FPTL: fix decoding of emission buffer
8 年前
Peter Bay Bastian
972c4a70
Add MonoDeveloper userprefs file to gitignore
8 年前
Paul Demeulenaere
23844ccb
Fix reflexion for Handles.ApplyWireMaterial (there are two existing methode)
8 年前
Peter Bay Bastian
68ec6c34
Typo in AbstractGraphDataSource.MapType(Type)
8 年前
Peter Bay Bastian
a6b9b337
Extracted type mapping of AbstractGraphDataSource into own function
8 年前
Peter Bay Bastian
60926063
ColorNodeData now re-uses the underlying list returned by GetControlData()
MaterialNodeData.Initialize(INode) is now virtual, so that e.g. ColorNodeData can override and do initialization of it's own first.
Implemented item reference checking for lists in NodeDrawer and MaterialNodeDrawer
8 年前
Tim Cooper
bfb2bedd
[Material graph]ctrl + F1 save graph (temp)
8 年前
Tim Cooper
57c91c90
[material graph]Run code formatter.
8 年前
Tim Cooper
860a7a67
[Material Graph]delete edge + vector 1 node drawing.
8 年前
Tim Cooper
2ea489dd
[Material Graph] Tidy view + fix css + add time update nodes in again.
8 年前
Tim Cooper
ab7317bb
[Mat Graph]Run code formatter
8 年前
Tim Cooper
1b049752
[Material Graph] Rename and reorganise the repository.
8 年前
Tim Cooper
9398ce96
[Material graph]Fix preview render for 2d nodes (use correct color space.
8 年前
Tim Cooper
a8d80b3f
[Material graph]Add imgui block for texture controls. Fix controls so they have the correct height.
8 年前
Tim Cooper
51f6cf0b
[Material graph] Fix control id issues when there are two nodes of the same type
8 年前
Tim Cooper
a6b1e348
[MaterialGraph]Add mapping between data base type and draw data type.
8 年前
Tim Cooper
36e3583e
[MaterialGraph]Allow connection code back in + delete edges
8 年前
Tim Cooper
8dc43619
[mat graph]Readd the delete operator.
8 年前
Aras Pranckevicius
1a967df9
API changes update: renamed RendererConfiguration members
8 年前
Sebastien Lagarde
a71d48c9
HDRenderLoop: Fix a warning
8 年前
Sebastien Lagarde
a703417e
HDRenderLoop: Continue to work on implementing parallax cubemap
- Finish shader side, need to fix C++ side + generate specularDFG
texture
8 年前
mmikk
aca1be24
prepare for available emission
prepare for available emission and remove emission buffer as source
8 年前
runestubbe
b8491dc1
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
sebastienlagarde
dc88f7bf
HDRenderLoop: Continue to add misc function (intersection, aniso support)
8 年前
runestubbe
dea646ba
Lightlistbuild optimizations
Calculate linear depths as part of depth min/max calculation to avoid
fetching depth twice.
Store camera dimensions in uniforms instead of using GetDimensions
8 年前
sebastienlagarde
02b23d6e
HDRenderloop: fix issue after merging
8 年前
sebastienlagarde
feca166f
Merge remote-tracking branch 'origin/master'
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
# Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/DebugViewMaterialGBuffer.shader
# Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightingForward.hlsl
# Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit.hlsl
# Assets/ScriptableRenderLoop/ShaderLibrary/Common.hlsl
8 年前
mmikk
56b1c9d5
separating out some utility functions which make sense for conventional fwd as well as tiled.
separating out some utility functions which make sense for conventional
fwd as well as tiled.
8 年前
mmikk
cde3f5db
minor crap
minor crap
8 年前
mmikk
08e41ba8
include quick sphere test in fptl as well
include quick sphere test in fptl as well
8 年前
mmikk
c297bec3
ensure sorted volume shapes within each model type
ensure sorted volume shapes within each model type. Ie. all direct
lights are together sorted by volume shape, then all reflection lights
are together sorted by their volume shape etc.
8 年前
vlad-andreev
bf6e54c5
tabs -> spaces
8 年前
sebastienlagarde
fe99ce30
HDRenderLoop: Add PreLightData concept (optimization)
- Add PrelightData concept: variable that you can precompute ahead of
calling the lighting loop
- Various stuff related to that: BRDF recomputed LambdaV version etc...
8 年前
Julien Ignace
0ca194bd
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Julien Ignace
c9694590
HDRenderLoop : Moved Layered Shader tex2D* to unified macros.
8 年前