Felipe Lira
4bf2abf5
Merge branch 'LightweightPipeline'
7 年前
GitHub
0682a517
Merge pull request #405 from EvgeniiG/refl_probe_fix
Fix light culling while rendering reflection probes
7 年前
Evgenii Golubev
57aa5358
Fix light culling while rendering reflection probes
'camera.worldToCameraMatrix' has a positive determinant (flip Y and Z) when rendering reflection probes, yet has a negative determinant (flip Z) in the case of the regular scene rendering.
7 年前
Filip Iliescu
fc137b98
regenerate lighting and modify tests to update to latest changes like new skybox for ambient lighting
7 年前
Filip Iliescu
3f9c0792
fix regression in testbed ontile renderpipe introduced by shadow UI changes
7 年前
GitHub
6d29b3dd
Merge pull request #404 from Unity-Technologies/Branch_OptiMaterialFeatureFlag
Branch optimaterialfeatureflag
7 年前
Julien Ignace
b497a9ed
Last missing bit... For real this time.
7 年前
Julien Ignace
bb02d156
Removed HasMaterialFeatureFlag where it was not needed.
7 年前
Julien Ignace
3961b899
Added missing usage of HasMaterialFeatureFlag
7 年前
Julien Ignace
c4234616
Material Feature flags are now also used to statically remove code that is not needed in case there are 2 or more different materials in the same tile (thus preventing us from statically knowing the materialID)
7 年前
sebastienlagarde
b9c4f6ce
HDRenderPipeline: Update coat material in test scene not updated correctly with aniso change
7 年前
GitHub
294999a0
Merge pull request #401 from Unity-Technologies/Branch_MenuCreateSceneSetting
Created proper contextual menus to create new SceneSettings game objects and various scene settings assets.
7 年前
GitHub
557591f9
Merge pull request #403 from Unity-Technologies/Aniso-as-true-materialId
Aniso as true materialid - Update scene
7 年前
sebastienlagarde
6f6eb81c
Merge remote-tracking branch 'refs/remotes/origin/master' into Aniso-as-true-materialId
7 年前
sebastienlagarde
48b499da
Update Scene Test after change of Anisotropy as MaterialId
7 年前
GitHub
65ed1b07
Merge pull request #402 from Unity-Technologies/Aniso-as-true-materialId
Aniso as MaterialId
7 年前
sebastienlagarde
9b64036d
Some code clean
7 年前
sebastienlagarde
de20a534
HDRenderPipeline: Morework
7 年前
sebastienlagarde
ea1d4cf6
First draft for aniso as materialId
7 年前
Julien Ignace
b32f3f82
Created proper contextual menus to create new SceneSettings game objects and various scene settings assets.
7 年前
GitHub
02239cb4
Merge pull request #398 from Unity-Technologies/Branch_DeferredDirShadow
Branch deferreddirshadow
7 年前
sebastienlagarde
ffc0c850
HDRenderPipeline: LightEditor - fix issue with shadowmapCount
7 年前
sebastienlagarde
d764ce84
HDRenderPipeline: Update tools tip text in light editor
7 年前
GitHub
180ce393
Merge pull request #400 from Unity-Technologies/new-light-editor
New light editor
7 年前
sebastienlagarde
264c1477
Merge remote-tracking branch 'refs/remotes/origin/master' into new-light-editor
7 年前
sebastienlagarde
1f0269ea
Integrate feedback on light editor - some renaming and add correct name for lightmode
7 年前
GitHub
2e9e7be4
Merge pull request #399 from Unity-Technologies/new-light-editor
New light editor
7 年前
sebastienlagarde
eb326aeb
Merge remote-tracking branch 'refs/remotes/origin/master' into new-light-editor
7 年前
sebastienlagarde
dd1604a5
Add all GUIContent, fix issues with multiple selection and add warning
7 年前
sebastienlagarde
6f7f92f7
Update Test scene
7 年前
sebastienlagarde
c8512b23
Fix issue with dumb code to load serialize old data
7 年前
sebastienlagarde
f358e105
Fix issue with Cookie
7 年前
sebastienlagarde
87949b64
Correction for area light not working with LightType.Area
7 年前
sebastienlagarde
e805946a
HDRenderPipeline: Plenty of correction and revert some code from previous draft
We need to have archetype like approach for light. I changed it to a
LightTypeExtent and re-introduced it.
7 年前
Julien Ignace
5c499a91
Fixed Deferred shadows for forward opaque by using GetTemporaryRT (to pass automatically the texture to pixel shaders)
7 年前
sebastienlagarde
a9e3612f
HDRenderPipeline: More work on light editor
7 年前
GitHub
60b5ff01
Merge pull request #397 from Unity-Technologies/fptl-asyncfence-changes
Removed all use of GPUFences if async compute is not in use. Fixed a …
7 年前
Julien Ignace
9e3a6300
Fixed directional shadow for transparent shaders by adding the right defines.
7 年前
rthompson-unity
8ce77600
Removed all use of GPUFences if async compute is not in use. Fixed a missing command buffer release in PushGlobalParams
7 年前
sebastienlagarde
19d8082a
First draft of new light editor
7 年前
Filip Iliescu
3a0d938d
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
7 年前
Julien Ignace
af05920d
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_DeferredDirShadow
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
# ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/RenderPipelineResources.cs
7 年前
sebastienlagarde
b748a6bc
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
7 年前
Filip Iliescu
795d7fe8
add particle test scene
7 年前
sebastienlagarde
8a546726
HDRenderPipeline: Update some test material incorrectly flagged as SSS
7 年前
GitHub
cf23ecf8
Merge pull request #390 from Unity-Technologies/fptl_async_compute
Added async compute to fptl light list build.
7 年前
sebastienlagarde
44423085
HDRenderPipeline: Update pathname that are use for resource creation after the directory have been reorganize
7 年前
sebastienlagarde
402645af
HDRenderPipeline: Update a variable name in layered shader UI based on feedback
7 年前
Julien Ignace
d4b9dd15
Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting.
7 年前
sebastienlagarde
9ae2a6d0
HDRenderPipeline: Fix issue with tessellation shadow and camera relative code
The view position matrix calculated by the tessellation code for culling
was in absolute space and not in relative space
7 年前