GitHub
|
8efa8732
|
Revert "Lightlists"
|
7 年前 |
GitHub
|
2aaf18a7
|
Merge pull request #478 from Unity-Technologies/lightlists
Lightlists
|
7 年前 |
sebastienlagarde
|
7ca6c7d6
|
HDRenderPipeline: Fix RessourceAssetTest and update detail texture formula
|
7 年前 |
GitHub
|
95f1f3a0
|
Merge pull request #474 from Unity-Technologies/feature/distortion
Feature/distortion
|
7 年前 |
Frédéric Vauchelles
|
19a6004a
|
Check for out of bounds uv in ApplyDistortion
|
7 年前 |
Frédéric Vauchelles
|
396f2c8c
|
Removed unused code
|
7 年前 |
Frédéric Vauchelles
|
e8af5b56
|
Removed useless code
|
7 年前 |
Frédéric Vauchelles
|
600d1ebf
|
Updated test scene material
|
7 年前 |
Frédéric Vauchelles
|
7c7d937f
|
Updated UI text
|
7 年前 |
Frédéric Vauchelles
|
7d4ce9e6
|
Use CeilToInt to process texture borders when its size is not a power of 8
|
7 年前 |
Frédéric Vauchelles
|
c84fe71e
|
Updated test scene
|
7 年前 |
Frédéric Vauchelles
|
00943f50
|
Updated test scene
|
7 年前 |
Frédéric Vauchelles
|
c38d4aba
|
Use a distortion mask to discard pixels instead of depth
|
7 年前 |
Frédéric Vauchelles
|
5a06a16e
|
Update test scene
|
7 年前 |
Frédéric Vauchelles
|
5cf7b5ab
|
Added remapping for distortion blur
|
7 年前 |
Frédéric Vauchelles
|
9b91c67c
|
Updated test scene for distortion
|
7 年前 |
Frédéric Vauchelles
|
9bf881d7
|
Write depth in distortion pass and ztest to discard pixel in front of distorted object
|
7 年前 |
Frédéric Vauchelles
|
67e5ae1f
|
Updated test scene for distortion
|
7 年前 |
Frédéric Vauchelles
|
8706747e
|
Removed incorrect depth rejection related code
|
7 年前 |
Frédéric Vauchelles
|
ba8dc625
|
(wip) Use depth to discard pixels in front of distortion object
|
7 年前 |
Frédéric Vauchelles
|
acca5c71
|
Use a multiply blend mode instead of stencil to control distortion
|
7 年前 |
Frédéric Vauchelles
|
6a403ad7
|
Updated test shader for distortion
|
7 年前 |
Frédéric Vauchelles
|
88544dd5
|
Added distortion on ulit shader
|
7 年前 |
Frédéric Vauchelles
|
e533651d
|
Added a nullify option for distortion, based on stencil buffer usage
|
7 年前 |
sebastienlagarde
|
46cd94e9
|
HDRenderPipeline: Fix issue with detail albedo using float instead of float3
|
7 年前 |
Frédéric Vauchelles
|
315455b3
|
(wip) distortion rejection with stencil buffer
|
7 年前 |
sebastienlagarde
|
22664053
|
HDRenderPipeline: fix missing _LinkDetailsWithBase attribute on Layered shader
|
7 年前 |
Frédéric Vauchelles
|
e95e8e4e
|
Fixed: use signed integer for distortion
|
7 年前 |
GitHub
|
546f51ff
|
Merge pull request #473 from Unity-Technologies/feature/transparency2
Feature/transparency2
|
7 年前 |
Frédéric Vauchelles
|
fcadaafc
|
Added distortion masking
|
7 年前 |
Frédéric Vauchelles
|
8fa33755
|
Use correct sampler for refraction, refactored PerceptualRoughnessToMipmapLevel
|
7 年前 |
Frédéric Vauchelles
|
e9e9db20
|
Don't reject distortion on z when applying
|
7 年前 |
Frédéric Vauchelles
|
616439c9
|
Fixed wrong uvs
|
7 年前 |
Evgenii Golubev
|
6e73f4f4
|
Update the comment
|
7 年前 |
Frédéric Vauchelles
|
e2200ec7
|
(wip) distortion
|
7 年前 |
Frédéric Vauchelles
|
0d10ebe3
|
Use LOAD_TEXTURE2D to get depth from depth pyramid, fixed roughness to mip level
|
7 年前 |
Evgenii Golubev
|
c7c0de7a
|
Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Unity-2017.3
|
7 年前 |
Frédéric Vauchelles
|
448737fc
|
Prototype for distorstion
|
7 年前 |
GitHub
|
65c360cd
|
Merge pull request #471 from EvgeniiG/Unity-2017.3
Add minor fixes to the diffuse GGX code
|
7 年前 |
Evgenii Golubev
|
86fe9ae4
|
Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Unity-2017.3
|
7 年前 |
sebastienlagarde
|
fe4b4964
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Unity-2017.3
|
7 年前 |
sebastienlagarde
|
2a53ec8d
|
Missed one file in Lock UV mapping of details with base
|
7 年前 |
GitHub
|
f1f7fa47
|
Merge pull request #468 from Unity-Technologies/Lock-details-mapping-to-base-mapping
Add toggle to lock UV tiling/offset of details to base
|
7 年前 |
sebastienlagarde
|
2fe0e0bf
|
Add toggle to lock UV tiling/offset of details to base
|
7 年前 |
GitHub
|
2002ee68
|
Merge pull request #466 from Unity-Technologies/Add-Per-Pixel-scale
Revamp of Parallax occlusoin mapping + depth offset
|
7 年前 |
sebastienlagarde
|
a127563b
|
Fix issue with UI + handle negative transform scaling with tessellation
|
7 年前 |
sebastienlagarde
|
8866a519
|
Remove maxHeight from the POM code, not needed
|
7 年前 |
GitHub
|
3f0ee0ec
|
Merge pull request #465 from Unity-Technologies/Add-Per-Pixel-Scale-Seb-Test
Add per pixel scale seb test
|
7 年前 |
sebastienlagarde
|
3305fbf3
|
Merge remote-tracking branch 'refs/remotes/origin/Add-Per-Pixel-scale' into Add-Per-Pixel-Scale-Seb-Test
|
7 年前 |
Sebastien Lagarde
|
b57d314c
|
first working version (don't work with tiling / scaling) but work with planar/UV0
|
7 年前 |