416 次代码提交 (98cec915-4324-48c1-b628-294c385fb12d)

作者 SHA1 备注 提交日期
uygar 303965c0 Fixed normal bias leading to light leaking with point shadows. 7 年前
uygar 31d02d2f Fixed light leak bias for moment calculations. 7 年前
sebastienlagarde 3ebe5f84 Fix test framework compilation after latest trunk merge 7 年前
mmikk a84b633b fix texture cache when there is a texture update from within the editor. 7 年前
GitHub af12bde1 Merge pull request #341 from Unity-Technologies/Add-tessellatoin-debug-mode 7 年前
sebastienlagarde 6b6d2b53 Add view mode properties for lightmap, depth offset and per pixel displacement 7 年前
sebastienlagarde 0baf8247 Add debug view mode to know which objects have tessellation 7 年前
Evgenii Golubev 98cec915 Port SSS to compute with an LDS texture cache 7 年前
GitHub ee778ee7 Merge pull request #340 from Unity-Technologies/movecs-fixes 7 年前
Evgenii Golubev 62076a23 Merge branch 'master' 7 年前
Thomas Hourdel efcdad03 Fixed motion vectors and camera relative rendering 7 年前
sebastienlagarde d6fb760a HDRenderPipeline: Fix lighting mode with shaderopaque 7 年前
GitHub 57ab30c0 Merge pull request #339 from Unity-Technologies/taa 7 年前
sebastienlagarde ac29144b HDRenderPipeline: Fix issue with Transmission due to padding between compute and shader float array 7 年前
Thomas Hourdel fbdc6add Merge branch 'master' into taa 7 年前
sebastienlagarde ac0ad5d8 update Readme 7 年前
GitHub 50bd16e8 Fix HDRP Lit ignoring detail mask for detail normals. 7 年前
Sebastien Lagarde 9bc034e5 HDRenderPipeline: Enable light/material classification and compute light by default 7 年前
GitHub fbef3912 Merge pull request #338 from Unity-Technologies/Update-material-classification 7 年前
Sebastien Lagarde a07e9bd1 Change number of variant from 16 to 26 7 年前
Sebastien Lagarde c25fce5e update HDRenderPipelineAsset 7 年前
Sebastien Lagarde eb4be652 HDRenderPipeline Fix last issue 7 年前
sebastienlagarde 9320753e Merge remote-tracking branch 'refs/remotes/origin/master' into Update-material-classification 7 年前
sebastienlagarde adeee295 Clean and comment some code 7 年前
Evgenii Golubev f30f49e7 Port SSS to compute WIP 7 年前
sebastienlagarde 70fcec1d Refactor hwo specular material is considered: not anymore a materialId 7 年前
Evgenii Golubev 7894e720 Rename SSS stuff for simplicity and consistency 7 年前
sebastienlagarde 42e69f08 Setup wanted variant + add correct decoding code 7 年前
GitHub 099f3c50 Merge pull request #337 from Unity-Technologies/Branch_ImproveAreaLightVGPR 7 年前
Evgenii Golubev 2c8fcff2 Output HTile via a pixel shader 7 年前
sebastienlagarde 6971847c Merge remote-tracking branch 'refs/remotes/origin/master' into Update-material-classification 7 年前
Thomas Hourdel db994ece Added support for jittered projection matrix; Fixed motion vectors 7 年前
Julien Ignace 36db30a0 Improved VGPR pressure for Area Light lighting code. 7 年前
GitHub 47d3a4c8 Merge pull request #336 from Unity-Technologies/Branch_NoTessellateOutsideView 7 年前
Evgenii Golubev f8020847 Disable the deferred CS and SSS parameter caching 7 年前
sebastienlagarde 65463a5e HDRenderPipeline: Move material flags to Lit.hlsl as they are related to the defered material 7 年前
Thomas Hourdel 8e5b70ac Updated post-processing submodule to the latest revision 7 年前
runes 075c0e42 Moved GetGlobal* calls outside variant loop 7 年前
Sebastien Lagarde 873c4048 HDRenderPipeline: Add HemiOct packing function 7 年前
sebastienlagarde 78c4dd18 HDRenderPipeline: Fix tile debug mode for light 7 年前
GitHub adf8a77d Merge pull request #334 from Unity-Technologies/Repeat-cookie-directional-light 7 年前
sebastienlagarde 974a44f0 HDRenderPipeline: Re-introduce repeat mode for cookie for directional light and simplify code 7 年前
sebastienlagarde f12adcb0 Merge remote-tracking branch 'refs/remotes/origin/master' into Repeat-cookie-directional-light 7 年前
GitHub 508adf85 Merge pull request #333 from EvgeniiG/master 7 年前
Evgenii Golubev 77bfc8c9 Do not execute the same deferred CS twice 7 年前
Evgenii Golubev c4d72f2c Add a stencil copy, fix the deferred CS and enable it by default 7 年前
Evgenii Golubev b51681c8 Remove the workaround for the PSSL compiler bug (it's been fixed) 7 年前
Julien Ignace 1d11cee8 During shadow passes, objects outside the main view frustum are now longer tessellated (tessellation factor set to 1.0). 7 年前
sebastienlagarde e6e216f8 push not compiling code 7 年前
Evgenii Golubev 57ae57c7 Save another instruction on clipping on PS4 7 年前