sebastienlagarde
bfedb067
HDRenderLoop: Update Unlit material
8 年前
Julien Ignace
48fc9b85
- Properly implemented GI meta pass for Unlit shader.
- Properly re-implemented Emission GI mode for Lit/Unlit/LayeredLit shaders.
8 年前
joeante
84ff510c
Material Upgrader support first pass
Material Upgrader framework and specific implementation for Standard ->
HD Lit.
Only limited amount of properties are transfererred. More todo.
8 年前
Paul Demeulenaere
4f7e51fb
Split LitUI and UnlitUI with base class to share behavior with the MaterialGraph
8 年前
Julien Ignace
9ccb7b24
Fixed LayeredLit test scene for UV3 case (data was corrupted by Vertex Tool Pro...)
8 年前
sebastienlagarde
6521b4be
HDRenderPipeline: More rename of UnityEditor.Experimental.ScriptableRenderLoop + minor stuff
8 年前
Sebastien Lagarde
68f6880e
HDRenderPipeline: Cleanup GUI for lit and layered lit material
- reorganize attributes
- remove inputs options
- Add SkyBox/Cubemap to the project
8 年前
Sebastien Lagarde
00cb67b6
HDRenderPipeline: Clean interface and update UnlitUI
8 年前
Evgenii Golubev
c05830f9
Remove the default SSS profile
8 年前
Tim Cooper
c30d33b8
[Format]Reformat via format.pl to match the new conventions
8 年前
Julien Ignace
a58a777f
Added first version of vertex wind and a corresponding test scene.
8 年前
Julien Ignace
7d46e579
"Simple" LayeredLit WIP
7 年前
runes
dd5838bd
sample game delta:
-FPS Mode (Render mesh with custom FOV)
-only PCF shadows with game specific limits
-Atmosphere y-offset property
7 年前
Julien Ignace
2d461ae1
Removed DetailMask and Emissive Mode.
- Detail mask is now always in the blue channel of the mask map
- Emissive is now EmissiveMap * EmissiveColor * lerp(1.0, Albedo, albedoAffectEmissive) with EmissiveMap being optional.
7 年前
Peter Andreasen
a2e029a1
merge with master + a few samplegame fixes
7 年前
Thomas
076b0d65
Cleaned up unused usings
7 年前
Peter Andreasen
2ef7d649
merged with master
7 年前
Frédéric Vauchelles
5cf7b5ab
Added remapping for distortion blur
7 年前
Peter Andreasen
e2332032
Merge remote-tracking branch 'origin/master' into sample_game
7 年前
Sebastien Lagarde
cd755f87
Add _SURFACE_TYPE_TRANSPARENT keyword (so fog work with rough refraction)
7 年前
Julien Ignace
0bd39134
Renamed _ColorXXX properties in Unlit to _UnlitColor to avoid conflict with legacy Unity names which are required for Alpha test to work with GI.
7 年前
sebastienlagarde
11388041
HDRenderPipeline: Add tile/scale uv control to emissive color map
7 年前
Sebastien Lagarde
36f3cfd4
merge unity 2017.3
7 年前
Peter Andreasen
f052451a
merged from master
7 年前
Sebastien Lagarde
15b64fff
Replace SetKeyword by CoreUtils.SetKeyword
7 年前
Peter Andreasen
b6423cf9
merge
7 年前
sebastienlagarde
0b8efbbc
Add support of UV1 to UV3 set on base color
Note that if users select > UV1 this will have a perf impact as due to
surface gradient calculation
7 年前
Peter Andreasen
04b933d9
merged with master
7 年前
Tim Cooper
fafb59af
Run code formatter.
7 年前
sebastienlagarde
55b91556
Replace EmissiveIntesnity by EmissveColor HDR
Remove all occurrence of EmissiveIntensity. Emissive color is now HDR (with HDR color picker). Data need to be updated
7 年前