sebastienlagarde
|
bcd7b928
|
HDRenderPipeline: Add debug mode for SSAO/GTAO
|
7 年前 |
sebastienlagarde
|
37b16373
|
HDRenderPipeline: Bind opaqueAtmsophericScattering shader to test resources asset
|
7 年前 |
sebastienlagarde
|
9e42a42c
|
HDRenderPipeline: Add basic specular occlusoin support from Ambient occlusion map
|
7 年前 |
sebastienlagarde
|
31f51930
|
HDRenderPipeline: enabled depth test by default for distortion
|
7 年前 |
uygar
|
7212f008
|
Made casts explicit.
|
7 年前 |
Evgenii Golubev
|
8d8831aa
|
Update the precomputed magnitude table for the Disney Diffuse
|
7 年前 |
uygar
|
b90724d4
|
Added MSAA support to moment based shadowmaps. Also made some optimizations to the blur compute shader.
|
7 年前 |
Evgenii Golubev
|
2139db69
|
Pass the correct parameter to DisneyDiffuse()
|
7 年前 |
Sebastien Lagarde
|
a7ad2f6d
|
HDRenderPipeline: Remove dead code
|
7 年前 |
Evgenii Golubev
|
a424dd4b
|
Remove an outdated comment
|
7 年前 |
Sebastien Lagarde
|
bb06e229
|
HDRenderPipeline: Add aspet ratio / angle control for pyramid + add gizmo
|
7 年前 |
Evgenii Golubev
|
9968e7e6
|
Improve the remapping of the FGD texture
|
7 年前 |
GitHub
|
8e700ec9
|
Merge pull request #523 from EvgeniiG/Unity-2017.3
Improve the quality of the FDG texture
|
7 年前 |
Evgenii Golubev
|
531047c5
|
Improve the quality of the FDG texture
|
7 年前 |
Evgenii Golubev
|
59ae8046
|
Pass the correct parameter to DisneyDiffuseNoPI()
|
7 年前 |
GitHub
|
8f4af1c6
|
Merge pull request #522 from EvgeniiG/multi_bounce_ggx
Implement energy compensation for metallic GGX
|
7 年前 |
GitHub
|
1ceed0fe
|
Merge pull request #520 from Unity-Technologies/feature/refractionMask
Renamed opacity mask to transmittance mask
|
7 年前 |
GitHub
|
9c803cd7
|
Update LitDataInternal.hlsl
|
7 年前 |
GitHub
|
10eb1d97
|
Update LitData.hlsl
|
7 年前 |
Frédéric Vauchelles
|
b1d90f15
|
Renamed opacity mask to transmittance mask
|
7 年前 |
GitHub
|
1d75f4f8
|
Merge pull request #518 from Unity-Technologies/feature/refractionMask
Refactored refraction mask as opacity mask
|
7 年前 |
Felipe Lira
|
e97d8b34
|
Removed diffuse GI computation from fragment function. When using shader graph, templates must use the helper GI functions to compute diffuse GI.
|
7 年前 |
Frédéric Vauchelles
|
4ba8f6b9
|
Removed useless UI text
|
7 年前 |
Frédéric Vauchelles
|
6a14200c
|
Revert "(wip) refraction box model"
This reverts commit e375685ce235e1bf2ae15920e635204e12f15cd5.
|
7 年前 |
Felipe Lira
|
27111431
|
Added support to directional lightmaps.
|
7 年前 |
Frédéric Vauchelles
|
2a67426d
|
Updated refraction test scene and materials
|
7 年前 |
Frédéric Vauchelles
|
3342b048
|
(wip) refraction box model
|
7 年前 |
Felipe Lira
|
1f547adf
|
Added support to Standard Particles
|
7 年前 |
Frédéric Vauchelles
|
30bcae4e
|
Refactored refraction mask as opacity mask
|
7 年前 |
GitHub
|
630c8f26
|
Merge pull request #519 from Unity-Technologies/Branch_FixBlacksmithSky
Fixed blacksmith sky renderer to use the right shader.
|
7 年前 |
Felipe Lira
|
9982097c
|
Added support to Evaluate SH pervertex/pixel. Added support to disable LIGHTMAP and ADDITIONAL lights with shader define. Useful for ShaderGraph
|
7 年前 |
Frédéric Vauchelles
|
394392cf
|
Revert "Refactored refraction mask as opacity mask"
This reverts commit 78deaec5a6fd2db8b2467afc80ca9b65a48093e2.
|
7 年前 |
Felipe Lira
|
dd386fd1
|
Removed UnityStandardInput and BRDF/Lighting dependencies.
|
7 年前 |
Julien Ignace
|
9bee52dc
|
Fixed blacksmith sky renderer to use the right shader.
|
7 年前 |
Frédéric Vauchelles
|
977bf6d0
|
Refactored refraction mask as opacity mask
|
7 年前 |
Felipe Lira
|
328573bc
|
Fix shader include dependency to properly work with ShaderGraph.
|
7 年前 |
GitHub
|
5aab5b90
|
Merge pull request #516 from Unity-Technologies/fix/distortionTestScene
Fixed distortion test scene
|
7 年前 |
Felipe Lira
|
6ddf3f73
|
Merge branch 'Unity-2017.3' into LightweightPipeline
|
7 年前 |
Felipe Lira
|
a7ea582f
|
Addresssed UI issues.
|
7 年前 |
Felipe Lira
|
98bc9a10
|
Optimized spotlight attenuation to be done with a DP3 and MAD instrucitons.
|
7 年前 |
Felipe Lira
|
0c481f08
|
StandardInput cannot be inside LightweightLighting or it may cause errors with other standard shaders.
|
7 年前 |
Felipe Lira
|
e878f02d
|
Ambient SH done perpixel until we find a proper solution on how to handle it for ShanderGraph
|
7 年前 |
Felipe Lira
|
792168b1
|
Reduced number of shader variations.
|
7 年前 |
Felipe Lira
|
a01c178c
|
Enabled back support to vertex lighting
|
7 年前 |
Felipe Lira
|
7b969636
|
Prepared lightmapUV to add support to dynamic lightmap.
|
7 年前 |
Felipe Lira
|
fb2ea3ef
|
Further refactors to support ShaderGraph
|
7 年前 |
Felipe Lira
|
6c874f37
|
More refactor changes to support ShaderGraph
|
7 年前 |
Felipe Lira
|
e82227ea
|
More changes to support ShaderGraph + make it easier to support additional lit shaders.
|
7 年前 |
Felipe Lira
|
bb4866a1
|
Update SurfaceData to match ShaderGraph layout
|
7 年前 |
Felipe Lira
|
f6959393
|
Fixed light setting to test scene 21 to not use shadows and prevent a warning.
|
7 年前 |