130 次代码提交 (8d5e998d-1643-4bda-b571-f320af1eb82a)

作者 SHA1 备注 提交日期
Sebastien Lagarde fab6bd80 HDRenderLoop: Miss two file 8 年前
Sebastien Lagarde 2ffcb7f1 HDRenderLoop: Misc test 8 年前
sebastienlagarde fd7cfe17 HDRenderLoop: Move file/create file/Rename stuff - Related to lighting and shadow 8 年前
Sebastien Lagarde 4e046798 HDRenderloop: lot of missing file... 8 年前
Sebastien Lagarde e7a1bb1b HDRenderLoop: Update to new texture abstraction everywhere 8 年前
Sebastien Lagarde 40f9dda4 HDRenderLoop: Update for velociy buffer + several stuff/fix/refactor 8 年前
Sebastien Lagarde 25234e00 HDRenderLoop: Test about packing all GBufer in two RT U16 8 年前
sebastienlagarde ea867c72 HDRenderLoop: Remove Shaders folder and move all files at root + rename XXXDefault.shader to XXX.shader 8 年前
sebastienlagarde 7350695e HDRenderLoop: Change prototype of Eval and LightLoop function, now take float 3 instead of float4 for lighting 8 年前
sebastienlagarde 31e4c8ca HDRenderLoop: Intermediate state 8 年前
Sebastien Lagarde 7fa398c4 HDRenderLoop: Reorganize LightLoop pass, move code into SinglePass.cs 8 年前
sebastienlagarde 91937fed HDRenderLoop: Merge FPTL - start light application 8 年前
Sebastien Lagarde a91df7f9 HDRenderLoop: Merge FTPL - application of opaque tiled lists (untested) 8 年前
Sebastien Lagarde 41117464 HDRenderLoop: FPTL Tile pass working with direct light, not working correctly with cubemap 8 年前
runes 1ff2ff4b Moved debug rendering of tile lists to separate shader pass 8 年前
Sebastien Lagarde 4f89be71 HDRenderLoop: minor convention cleanup 8 年前
Sebastien Lagarde 39c9f7ed HDRenderLoop: First draft not working of depth pixel offset 8 年前
Sebastien Lagarde 521b51c7 HDRenderLoop: Big refactor to preprate for depthOffsetVs 8 年前
Sebastien Lagarde 5d839c48 HDRenderLoop: Fix depthVS issue + introduce HDCamera 8 年前
sebastienlagarde b890244e HDRenderLoop: Rename the directory HDRenderLoop in HDRenderPipeline 8 年前
Evgenii Golubev 47bf244a Consistently handle 'NdotL' problems 8 年前
Evgenii Golubev 96c60309 Orthonormalize TBN 8 年前
Julien Ignace 7b7eb3b4 Fixed a number of compilation issue with PS4. 8 年前
Evgenii Golubev 020f5c12 Implement the full screen triangle shader 8 年前
Evgenii Golubev 2bfdeef3 Output diffuse lighting into a separate render target 8 年前
Evgenii Golubev 4cf1213b Implement the pass combining specular with diffuse and SSS 8 年前
Juho Oravainen 4320bff0 Initial metal support kickoff. Tweaked shader pragma targets from 5.0 to 4.5. Added metal to only_renderers lists. Added initial platform header API/Metal.hlsl. Couple of include paths changed to absolute until a bugfix lands on Unity side. 8 年前
Evgenii Golubev d1ed6394 Split lighting for all materials into diffuse and specular 8 年前
Evgenii Golubev 21be7561 Merge branch 'master' into SSSSS 8 年前
Evgenii Golubev 738befc5 Make a copy of the stencil buffer 8 年前
Sebastien Lagarde 0ba2f558 HDRenderPipeline: Fix issue with cluster rendering - enable by default with tile for opaque 8 年前
Evgenii Golubev ac23a82e Merge branch 'master' into SSSSS 8 年前
Evgenii Golubev 9fc5bc97 Fix typos 8 年前
Evgenii Golubev 60731810 Make improvements based on feedback 8 年前
Julien Ignace 62fe15a4 Refactored current debug structures to be consistent with how Shadow Debug worked and correctly split Settings and Debug Parameters 8 年前
Antti Tapaninen 8c1ebfeb explicitly set _CameraDepthTexture precision 8 年前
Evgenii Golubev 05f1871c Fix additive blending in the deferred shader 8 年前
Julien Ignace 0da32ed1 Merge branch 'master' into Branch_DebugLighting 8 年前
vlad-andreev d7a86457 disable culling in the deferred lighting shader (workaround for issues with the cubemap rendering pipeline) 8 年前
Julien Ignace 60dd6c48 Implemented lighting debug in the shader. 8 年前
Evgenii Golubev 538bf3b2 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
Evgenii Golubev 5bc9c921 Avoid incorrectly shading the skybox region 8 年前
GitHub c66d98c1 Merge pull request #135 from Unity-Technologies/Branch_DebugLighting 8 年前
GitHub 01469c87 Merge pull request #137 from EvgeniiG/master 8 年前
Evgenii Golubev c962132e Properly capitalize "Full Screen" 8 年前
Evgenii Golubev c13b75bb Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
Evgenii Golubev a6f935fc Use the stencil to avoid shading empty parts of the G-buffer 8 年前
Sebastien Lagarde a1e0f1e9 Rename scriptableRenderLoop Folder to ScriptableRenderPipeline 8 年前
Evgenii Golubev ff92221a Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
Evgenii Golubev c444fb8a Add an option to globally disable SSS 8 年前
Julien Ignace 2b3c73fa Changed the way we handle reading into the bound depth buffer. 8 年前
Evgenii Golubev 2de9e6dd Update the comment 8 年前
Evgenii Golubev d75bcfa1 Implement 3 texturing modes for SSS 8 年前
Evgenii Golubev 5a2aa8b3 Fix flickering issues on PS4 for the single pass loop (+ initial fixes for FPTL) 8 年前
Evgenii Golubev 2f4eb762 Use multi_compile for the SKY_LIGHTING keyword 8 年前
runes c445e599 Explicit tile coordinates in GetPositionInput. 8 年前
sebastienlagarde f16a65f7 HDRenderPipeline: revert recent change on structure buffer for shader for PS4 as it was not the problem 8 年前
sebastienlagarde ddd7d5d5 HDRenderPipeline: Change all include shader absolute path to relative path 8 年前
runes f120a09b added feature branches to lightloop 8 年前
Tim Cooper c30d33b8 [Format]Reformat via format.pl to match the new conventions 8 年前
runes 918c1797 Feature flags now also include material/gbuffer flags. 8 年前
sebastienlagarde ed55ce8f HDRenderPipeline: Clean debgu settings 8 年前
sebastienlagarde 67b47dd9 HDRenderPipeline: Fix misc issue introduce during the clean of debug mode clean 8 年前
Sebastien Lagarde 4ec50247 HDRenderPipeline: Revert a small change about DebugViewMaterialGBuffer.shader 8 年前
sebastienlagarde b088bb9a HDRenderPipeline: Moive all shaders/compute into resources asset 8 年前
Evgenii Golubev 70499455 Switch to HDCamera matrices (WIP, shadows have not yet been fixed) 8 年前
Evgenii Golubev 7851fe34 Force non-0 indirect lighting to avoid SSS artifacts 8 年前
sebastienlagarde f79e6c68 HDRenderPipeline: Add comment to SSS and introduce min fp16 value 8 年前
Evgenii Golubev 0a7924ff Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into hdrp_matrix 8 年前
sebastienlagarde 5ba18d3a Add variant for material classification + clean split lighting evaluation 7 年前
sebastienlagarde 2016f575 HDRenderPipeline: Move ShaderConfig.cs.hlsl to ShaderVariables.hlsl 7 年前
sebastienlagarde eb67ed8f HDRenderPipeline: A bit more cleanup and minor fix 7 年前
Peter Bay Bastian a1133cd9 Update #includes of ShaderLibrary to new path 7 年前
Mikko Strandborg a2a3c47b Add vulkan to the list of only_renderers in all the shaders 7 年前
Sebastien Lagarde 935bfd9b HDRenderPipeline: Refactor LightLoop glue code 7 年前
GitHub 06f28ec2 Merge pull request #538 from Unity-Technologies/Unity-2017.3 7 年前
Evgenii Golubev a5a2abf8 Optimize Disney SSS using the tagged irradiance buffer 7 年前
GitHub b6cf8abe Merge pull request #549 from Unity-Technologies/Unity-2017.3 7 年前
Evgenii Golubev c212b126 Clean up the volumetric lighting code 7 年前
Sebastien Lagarde 36f3cfd4 merge unity 2017.3 7 年前
GitHub aeb0b914 Merge pull request #565 from Unity-Technologies/Unity-2017.3 7 年前
Evgenii Golubev b452c309 Merge branch 'Unity-2017.3' 7 年前
Evgenii Golubev 766db928 Clean up 7 年前
Evgenii Golubev 4e43b0ab Add volumetrics to the HDRI sky 7 年前
Evgenii Golubev 43d373d4 TODO: should we divide by ray segment length? 7 年前
Evgenii Golubev adf10ea1 Fix SSS-related integer passing to the shader system 7 年前
Evgenii Golubev d1c74bcb Merge branch 'master' 7 年前
Evgenii Golubev 13210372 Use macros instead of directly referencing matrix variables 7 年前
Evgenii Golubev a3165a72 Merge branch 'master' 7 年前
Sebastien Lagarde 61e9390a HDRenderPipeline: Fix the pipeline to be fptl for opaque and cluster for transparent 7 年前
Peter Bay Bastian 9dd5e5c5 Change shader include paths to take advantage of Core being an include path now 7 年前
Sebastien Lagarde ccb1518c HDRenderPipeline: Re-enable option to have forward opaque cluster (for MSAA) 7 年前
sebastienlagarde 43c10ade HDRenderPipeline: Added screen position parameter to GBuffer function 7 年前
Evgenii Golubev 7b797ff7 Merge branch 'master' 7 年前
Peter Bay Bastian 85e38a3c Merge branch 'master' into shader-include-paths-2 7 年前
Evgenii Golubev 0ed1b80b Global rename 7 年前
Evgenii Golubev 8ee2d44f Merge 'master' 7 年前
Evgenii Golubev 5186af41 Fix SSS in Deferred.shader 7 年前
sebastienlagarde 0feb39a6 HDRenderPipeline: Add xboxone support 7 年前
Evgenii Golubev 81d62eb8 Merge branch 'master' 7 年前
Evgenii Golubev c16681df Merge branch 'master' 7 年前
Evgenii Golubev fc06d6c6 Move V-buffer sampling to AtmosphericScattering.hlsl 7 年前
sebastienlagarde 4b26e012 Move all core file to subfolder CoreRP + update shader include path to CoreRP/ShaderLibrary 7 年前
sebastienlagarde d3e56499 Fix issue with defaultAdditionalData creating unwanted light + fix stencilMask for deferred 7 年前
Evgenii Golubev c86b3214 Merge branch 'master' 7 年前
Sebastien Lagarde a8ab890d Rename SubsurfaceScattering Settings/Editor to DiffusionProfile + various file renaming/moving 7 年前
Sebastien Lagarde 814bb007 Decouple SSS and Transmission option 7 年前
sebastienlagarde fa1e2b55 Various renaming 7 年前
Evgenii Golubev 7e74580b Merge branch 'master' 7 年前
Sebastien Lagarde 94a0c2bd Move back _EnableSubsurfaceScattering (must be generic and not link to a material) 7 年前
sebastienlagarde 3ba5f5fc Merge remote-tracking branch 'refs/remotes/origin/master' into Refactor-GBuffer-with-material-feature 7 年前
Evgenii Golubev 2cc753e8 Define SHADERPASS for deferred lighting 7 年前
Evgenii Golubev 61786b80 Optimize material classification for uniform feature evaluation 7 年前
Kay Chang 42c358c5 Added Switch support for SRP sample project. 7 年前
Evgenii Golubev be59f96a Address the PR feedback 7 年前
sebastienlagarde a0d8e8b4 Add support of debug font for debugging 7 年前
sebastienlagarde ad00b16a Merged GetPositionInput and UpdatePositionInput into one set of GetPositionInput overloads. 7 年前
Evgenii Golubev 88a993dd Store SSS flags inside bsdfData.materialFeatures 7 年前
sebastienlagarde 3d4d194e Debug display is now a multi compile option 7 年前
Sebastien Lagarde e2c88f24 update code 7 年前
Evgenii Golubev 070349c8 Merge branch 'master' 7 年前
Evgenii Golubev 1f7761a4 Use ShouldOutputSplitLighting() for material abstraction 7 年前
Sebastien Lagarde a60a0d5a Merge remote-tracking branch 'refs/remotes/origin/master' into support-iridescence 7 年前
sebastienlagarde 003ed8ce Add pipeline subshader tags for HD 7 年前
sebastienlagarde 9630d754 Rename HDPipeline => HDRenderPipeline + Fix issue with decal.shader 7 年前
Evgenii Golubev a3e9bdfc Improve the support of orthographic rendering 7 年前
Kay Chang 53b01e3a WIP adding Switch support. 7 年前
Kay Chang c279dc9c Re-added modified files for Switch without BOM. 7 年前
sebastienlagarde 89270e64 Rename _MainDepthTexture to _CameraDepthTexture (For builtin compatibility) 7 年前
GitHub 80d748f5 Add light linking support (#1758) 6 年前