GitHub
83d580f4
Merge pull request #193 from Unity-Technologies/Update-abstraction-of-cubemap-array
HDRenderPipeline: Update abstraction of cubemap array for mobile
8 年前
sebastienlagarde
f4696e8d
HDRenderPipeline: Update abstraction of cubemap array for mobile
8 年前
Torbjorn Laedre
90252d1d
Moved common classes into UnityEngine.Experimental.Rendering namespace.
8 年前
GitHub
86dbe5d8
Merge pull request #192 from Unity-Technologies/Update-To-relative-path
HDRenderPipeline: Change all include shader absolute path to relative path
8 年前
sebastienlagarde
ddd7d5d5
HDRenderPipeline: Change all include shader absolute path to relative path
8 年前
sebastienlagarde
54e58bd8
HDRenderPipeline: Missing fix in common.hlsl for LOD cross fade
8 年前
GitHub
464f63e0
Merge pull request #191 from Unity-Technologies/add-LOD-cross-fade
Add lod cross fade
8 年前
sebastienlagarde
046b6d98
Merge remote-tracking branch 'refs/remotes/origin/master' into add-LOD-cross-fade
8 年前
Torbjorn Laedre
e84f6bea
Fixed compiler warning.
8 年前
Torbjorn Laedre
8ff47ffa
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
GitHub
05d5c60c
Merge pull request #190 from EvgeniiG/master
Specify SSS profiles as assets in the material UI
8 年前
Evgenii Golubev
589e1b1d
Remove the getter of SubsurfaceScatteringSettings
8 年前
Evgenii Golubev
e6b3dce9
Replace the hard-coded constant with SSS_UNIT_CONVERSION
8 年前
Evgenii Golubev
92012aec
Fix serialization issues
8 年前
Evgenii Golubev
8add767a
Turn SSS profiles into assets (2)
8 年前
sebastienlagarde
4f43da2d
HDRenderPipeline: Add LOD cross fade (need C++ update)
8 年前
Evgenii Golubev
d8bae2f5
Reduce the maximal SSS radius
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
Evgenii Golubev
1cbcdabc
Turn SSS profiles into assets
8 年前
sebastienlagarde
c878c834
HDRenderPipeline: Update ProjectVersion.txt file
8 年前
Torbjorn Laedre
4a41f355
SRP PostProcess renaming.
8 年前
Evgenii Golubev
21c9c877
Restore the previous test of the HDRenderLoopTest scene
8 年前
sebastienlagarde
214a4202
HDRenderPipeline: Update test scene that was broken recently
8 年前
Torbjorn Laedre
851a4dbe
Renamed local postprocessing effect files.
8 年前
GitHub
8488f9ad
Merge pull request #188 from Unity-Technologies/metal-ios
metal-ios
8 年前
Antti Tapaninen
5764f6b9
remove lightlistbuild compute shader warnings, unify few things between fptl/HD renderloop versions
8 年前
Antti Tapaninen
18f72301
fix shader compiler warning
8 年前
Antti Tapaninen
5c4ab708
remove pow warning
8 年前
Antti Tapaninen
797d6646
Merge branch 'master' into metal-ios
8 年前
Antti Tapaninen
2ca551fc
remove .orig file
8 年前
Antti Tapaninen
bfd69072
Merge branch 'master' into metal-ios
8 年前
Antti Tapaninen
9e51e66d
restore FPTL (accidentally removed in 2c225f1da61cd431077d013f14435db0d39ce0f5)
8 年前
GitHub
715d1c17
Merge pull request #187 from Unity-Technologies/Branch_UpdateInheritBaseColor
Updated base color inheritance to avoid getting negative values.
8 年前
Julien Ignace
33f05db9
Updated base color inheritance to avoid getting negative values.
8 年前
runes
b5b7fad6
fixed shader compile errors
8 年前
runes
d83f9aa3
shader compile fixes
8 年前
runes
67e9e9ba
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
GitHub
64ff20da
Merge pull request #186 from EvgeniiG/master
Fix 16-byte alignment issues
8 年前
Evgenii Golubev
c2338e0f
Fix 16-byte alignment issues
8 年前
runes
c445e599
Explicit tile coordinates in GetPositionInput.
~10% faster tile deferred light evaluation in compute
8 年前
GitHub
9c84d73f
Merge pull request #185 from EvgeniiG/master
Fix single pass loop on PS4
8 年前
Evgenii Golubev
2f4eb762
Use multi_compile for the SKY_LIGHTING keyword
8 年前
Evgenii Golubev
5a2aa8b3
Fix flickering issues on PS4 for the single pass loop (+ initial fixes for FPTL)
Flickering is caused by the delay between values in the constant buffer (globals) and values in structured buffers becoming visible in the Deferred shader. It appears that the update latency (the number of frames between setting the value in C# and being able to access it in a shader) varies depending on the type of buffer. Therefore, moving globals into a structured buffer provides a workaround for the single pass loop.
Doing the same for FPTL does not appear to be sufficient. Could be that the additional compute pass introduces extra frame(s) of latency, or that globals from ShaderVariables.hlsl need to be moved as well.
Globals from Clustered appear to be set once for multiple shaders, which makes implementing a similar workarond even more complicated.
8 年前
Evgenii Golubev
f347b262
Fix orthographic camera detection
8 年前
Antti Tapaninen
48d64603
unify lightlistbuild compute kernels a bit + spaces to tabs
8 年前
Sebastien Lagarde
8ebbee62
HDRenderPipeline; Fix issue with tessellation and velocity pass + reformat
8 年前
GitHub
c57e4e1a
Merge pull request #184 from Unity-Technologies/metal-ios
metal-ios
8 年前
Antti Tapaninen
b56fef30
Merge branch 'master' into metal-ios
8 年前
Antti Tapaninen
c3b566bd
work in progress, avoid using cubemap textures on mobile targets
8 年前
sebastienlagarde
d0464b47
HDRenderPipeline: Fix bug with compo mask in layered material
8 年前