1720 次代码提交 (972f9e83-0981-49d0-8cc8-b4f3b2d114a5)

作者 SHA1 备注 提交日期
Evgenii Golubev 93d62bbb Use point sampling to avoid filtering across depth discontinuities 8 年前
Sebastien Lagarde 408e09aa HDREnderLoop: Fix cluster lighting + rename base layer to main layer 8 年前
Evgenii Golubev 7d07a953 Optimize and remove dead code 8 年前
Sebastien Lagarde a5af41b2 HDRenderPipeline: Remove reflection probe to prevent NULL fail until fix. 8 年前
Evgenii Golubev 8aa3f256 Accurately sample the combination of two Gaussians 8 年前
sebastienlagarde e0d3ad66 HDRenderPipeline: Quix fix about HeightBlend mode v2 for layered material 8 年前
Evgenii Golubev 27059d4f Use standard deviation instead of variance as it is more intuitive 8 年前
GitHub 906bb804 Merge pull request #119 from EvgeniiG/master 8 年前
Evgenii Golubev 0447d898 Increase max. supported variance to 4 8 年前
Evgenii Golubev fa646a10 Separate "scatter push" for Rayleigh and Mie 8 年前
sebastienlagarde 24f0a144 HDRenderPipeline: Move Density/opacity of Layered material in standard mode 8 年前
Evgenii Golubev 1014d65e Improve bilateral weighting and alpha blending 8 年前
Evgenii Golubev 4c2626c3 Disable height fog during cubemap rendering 8 年前
GitHub ecd950f5 Merge pull request #118 from Unity-Technologies/Update-layered-material 8 年前
Evgenii Golubev e4af7f76 Improve bilateral weighting 8 年前
Evgenii Golubev 399b7f4d Prevent the rotation of the sun with the sky 8 年前
GitHub 85cd5542 Merge pull request #117 from EvgeniiG/master 8 年前
Evgenii Golubev 48b18910 Improve the quality of importance sampling 8 年前
Evgenii Golubev b1a7cdc0 Fix the flipped Y axis (due to a D3D convention) for the procedural sky 8 年前
Chman 5cd2bb50 Removed useless code 8 年前
sebastienlagarde 810afcf1 HDRenderPipeline: Update layered material 8 年前
Evgenii Golubev 2f1d213f Importance sample two Gaussians based on the interpolation weight 8 年前
Evgenii Golubev 269e987f Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
Chman f8c4dad7 Find serialized properties using an expression instead of a string (safer and won't break on refactor) 8 年前
GitHub 1d3fd842 Merge pull request #116 from Unity-Technologies/Add-layered-displacement 8 年前
Evgenii Golubev d892fdad Reduce the minimal supported variance to 0.05 8 年前
Julien Ignace 3fdb1fb7 Missing files 8 年前
sebastienlagarde be649c1e HDRenderPipeline swap g and b for details mask / ansiotropy 8 年前
Evgenii Golubev 061001e0 Use lerp(max1, max2) to determine the radius rather than the average 8 年前
Julien Ignace 3a51e665 Start of new small framework for debugging stuff in HDRenderPipeline. Used it for shadow map visualization. 8 年前
sebastienlagarde 66834685 HDRenderPipeline: Add Layered Displacement + fix issue with sky + some clean 8 年前
Evgenii Golubev ae7b5723 Tweak the bilateral scale 8 年前
Tim Cooper d429e630 update assets 8 年前
sebastienlagarde d947af3f HDRenderPipeline: Add reflection probe test 8 年前
Evgenii Golubev df6d69e8 Implement the initial version of custom SSS filters 8 年前
Tim Cooper 32acc565 [hdloop]Add sky asset + common settings asset. 8 年前
GitHub 32457b2e Merge pull request #114 from Unity-Technologies/Update-weights-calculation 8 年前
Evgenii Golubev 3e4a07ec Rename '_FilterWidth' to '_FilterRadius' 8 年前
Tim Cooper 171302ee Merge branch 'preview-cameras' into refactor-hdloop 8 年前
sebastienlagarde 4f0f829e HDRenderPipeline: Update weight calculation for layering 8 年前
Evgenii Golubev 0d58fd17 Use bilinear filtering for all textures 8 年前
Tim Cooper d4271c8c Merge remote-tracking branch 'origin/master' into preview-cameras 8 年前
sebastienlagarde 50a39496 HDRenderPipeline: Batch of fix for tesselation shaders 8 年前
Evgenii Golubev aa6bf886 Implement the initial version of the SSS algorithm 8 年前
GitHub f2eb9af9 Merge pull request #113 from Unity-Technologies/Add-two-sided-test-scene 8 年前
Evgenii Golubev 738befc5 Make a copy of the stencil buffer 8 年前
sebastienlagarde ddc209b1 HDRenderPipeline: Add two sided test scene + clean a bit test directory 8 年前
Evgenii Golubev 21be7561 Merge branch 'master' into SSSSS 8 年前
Evgenii Golubev 087242cd Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
Sebastien Lagarde 52f90645 HDRenderPipeline: Parrallax occlusion mapping add lod fading 8 年前