Antti Tapaninen
|
3b4a5fb9
|
update submodule revision
|
8 年前 |
sebastienlagarde
|
d7a39bc6
|
HDRenderPipeline: Add tessellation test
|
8 年前 |
Antti Tapaninen
|
f97d3a10
|
tweak project settings for metal
|
8 年前 |
sebastienlagarde
|
613a80ee
|
HDRenderPipeline; Add Pom test level
|
8 年前 |
Julien Ignace
|
4ce76493
|
Added V2 of height base blend + inherit from base layer albedo option.
|
8 年前 |
Antti Tapaninen
|
cbf11282
|
add Hidden/CubeToPano to always included shaders
|
8 年前 |
sebastienlagarde
|
cf6dab8e
|
HDRenderPipeline: Disable (not implemented) IES lights to save one slot on PS4 (until PS4 is fix)
|
8 年前 |
GitHub
|
2998dd35
|
Merge pull request #104 from Unity-Technologies/Add-ParallaxOcclusionMapping
Add parallax occlusion mapping (near working version)
|
8 年前 |
sebastienlagarde
|
69e1e4fa
|
HDRenderPipeline: Version that work but have a tiling bug. Push for julien
|
8 年前 |
Evgenii Golubev
|
212f861f
|
Use a new workaround for Utilities.DrawFullscreen()
|
8 年前 |
sebastienlagarde
|
b82ad07d
|
HDRenderPipeline: Push compiling code
|
8 年前 |
Evgenii Golubev
|
2bfdeef3
|
Output diffuse lighting into a separate render target
|
8 年前 |
sebastienlagarde
|
5a9cce71
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-ParallaxOcclusionMapping
|
8 年前 |
GitHub
|
fe3b2295
|
Merge pull request #103 from EvgeniiG/master
Fix sky rendering bugs
|
8 年前 |
Evgenii Golubev
|
d5c68fe1
|
Implement DrawFullscreen() with MRT support
|
8 年前 |
Evgenii Golubev
|
ddbfc573
|
Fix sky rendering bugs
|
8 年前 |
Tim Cooper
|
c3449ff8
|
[HDLoop] Use scene singleton pattern for skysettings and common settings. The idea is that when a scene is activated we look to see if there are any override settings in that scene; if so we apply them. If there are no override settings we just do the default.
|
8 年前 |
Evgenii Golubev
|
020f5c12
|
Implement the full screen triangle shader
|
8 年前 |
Evgenii Golubev
|
ddd20ccc
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
|
8 年前 |
Tim Cooper
|
aa75277c
|
[refactoring] HDLoop to do nice allocate / deallocate based on instantiation of loop instances.
|
8 年前 |
Evgenii Golubev
|
34c8c87d
|
Make RenderTextures explicitly linear
|
8 年前 |
sebastienlagarde
|
937ba3f0
|
HDRenderPipeline: Missing file for POM
|
8 年前 |
vlad-andreev
|
b75103b5
|
minor cleanup
|
8 年前 |
Evgenii Golubev
|
48d1ab44
|
Remove depth bits from RenderTargets which do not need them
|
8 年前 |
sebastienlagarde
|
b59196ee
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-ParallaxOcclusionMapping
|
8 年前 |
vlad-andreev
|
fac34a7d
|
fix dumb
|
8 年前 |
Evgenii Golubev
|
94575da4
|
Remove the redundant 'GGX' from function names
|
8 年前 |
sebastienlagarde
|
34ba21bb
|
HDRenderPipeline: Push draft for adding POM
|
8 年前 |
vlad-andreev
|
367260ce
|
various changes to the HD renderloop to match the preview camera changes
|
8 年前 |
Evgenii Golubev
|
6d6d3082
|
Rename 'IblGgx' to 'GgxIbl' for consistency
|
8 年前 |
sebastienlagarde
|
d055406d
|
HDRenderPipeline: Draft to work at home
|
8 年前 |
GitHub
|
d23fdad9
|
Merge pull request #102 from Unity-Technologies/Branch_fix-ps4-hdrenderloop
Branch fix ps4 hdrenderloop
|
8 年前 |
Julien Ignace
|
c83f3d4a
|
Merge branch 'master' into Branch_fix-ps4-hdrenderloop
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/Unlit.shader
# Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader
# Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader
# Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/Resources/GGXConvolve.shader
|
8 年前 |
Evgenii Golubev
|
5f09345a
|
Rename to 'iblGgxSamples' to 'ggxIblSamples'
For consistency.
|
8 年前 |
GitHub
|
b03bf46b
|
Merge pull request #100 from EvgeniiG/master
Precompute IBL samples on GPU
|
8 年前 |
GitHub
|
9b15b029
|
Merge pull request #101 from Unity-Technologies/Fix-for-two-sided-tessellation
HDRenderPipeline: Fix tessellation issue with double sided
|
8 年前 |
sebastienlagarde
|
e447e133
|
HDRenderPipeline: Fix tessellation issue with double sided
|
8 年前 |
Sebastien Lagarde
|
5460dd7b
|
HDRenderPipeline: Add worldViewFrustrum cull to tesselation
|
8 年前 |
Sebastien Lagarde
|
b86ceaec
|
HDRenderPipeline: Minor comment adjustement on tessellation factor
|
8 年前 |
GitHub
|
9a72bdd8
|
Merge pull request #99 from Unity-Technologies/Improve-tessellation-efficiency
HDRenderPipeline: Add distance and screen adapation + backface culling
|
8 年前 |
Sebastien Lagarde
|
f4f59ad1
|
HDRenderPipeline: Add distance and screen adapation + backface culling
miss frustrum culling
|
8 年前 |
GitHub
|
531082c1
|
Merge pull request #98 from Unity-Technologies/Vertex-interpolator-and-tesselation-improvement
Change Vertex / attributes / Interpolator management
|
8 年前 |
Sebastien Lagarde
|
66bb5e08
|
HDRenderPipeline: Fix last issue - all working!
|
8 年前 |
Sebastien Lagarde
|
fe9b2eb8
|
HDRenderPipeline: Format + another set of fix with displacement map
|
8 年前 |
Sebastien Lagarde
|
1cc45a08
|
HDRenderPipeline: Push various error and warning fix
|
8 年前 |
sebastienlagarde
|
90f00c89
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Vertex-interpolator-and-tesselation-improvement
|
8 年前 |
sebastienlagarde
|
097f767c
|
HDRenderPipeline: Fix a lot of thing, tesselation work with lit shader but fail with layeredLit + planar and triplanr doesn't work
|
8 年前 |
sebastienlagarde
|
1e2647bc
|
HDRenderPipeline: DepthOffset fix
|
8 年前 |
sebastienlagarde
|
f0a158b3
|
HDRenderPipeline: Plenty of other fix - shader compiler crash with internal error for tesselation
|
8 年前 |
sebastienlagarde
|
53b5f4b3
|
HDRenderPipeline: Fixing a lot of compiling issue, all is now compiling
|
8 年前 |