130 次代码提交 (9ac0c202-b8d7-4bde-a531-6f188d3a038d)

作者 SHA1 备注 提交日期
Andre McGrail 02e4f272 Added test 037 for lightweight conversion of StandardParticleShader/StandardUnlitParticleShader 7 年前
Evgenii Golubev 8d8831aa Update the precomputed magnitude table for the Disney Diffuse 7 年前
uygar b90724d4 Added MSAA support to moment based shadowmaps. Also made some optimizations to the blur compute shader. 7 年前
Andre McGrail 929e0de8 Added test scene for Directional Lightmap 7 年前
Evgenii Golubev 2139db69 Pass the correct parameter to DisneyDiffuse() 7 年前
Sebastien Lagarde a7ad2f6d HDRenderPipeline: Remove dead code 7 年前
Felipe Lira b1356299 Added unlit pass rendering for opaque objects. 7 年前
Evgenii Golubev a424dd4b Remove an outdated comment 7 年前
Sebastien Lagarde bb06e229 HDRenderPipeline: Add aspet ratio / angle control for pyramid + add gizmo 7 年前
Felipe Lira 64c4168e Added support to spot light cookies. 7 年前
Evgenii Golubev 9968e7e6 Improve the remapping of the FGD texture 7 年前
GitHub 8e700ec9 Merge pull request #523 from EvgeniiG/Unity-2017.3 7 年前
Felipe Lira 8ea2f9d8 Added support to directional light cookie. 7 年前
Evgenii Golubev 531047c5 Improve the quality of the FDG texture 7 年前
Felipe Lira a390328a Fixed standar to lightweight upgrader. Removed terrains as we need to do a new upgrader. 7 年前
Evgenii Golubev 59ae8046 Pass the correct parameter to DisneyDiffuseNoPI() 7 年前
Felipe Lira 466a4af2 Added a vertexLighting input to fragment PBR function. This way we modulate by material diffuse and do not apply ambient occlusion to it. 7 年前
GitHub 8f4af1c6 Merge pull request #522 from EvgeniiG/multi_bounce_ggx 7 年前
Felipe Lira 9d673bbd Added fragment Lambert and BlinnPhong funcitons to add support to trees or other shaders that require non PBS functions. 7 年前
GitHub 1ceed0fe Merge pull request #520 from Unity-Technologies/feature/refractionMask 7 年前
Felipe Lira e7cc4756 Converted terrain standard shader to lightweight. 7 年前
GitHub 9c803cd7 Update LitDataInternal.hlsl 7 年前
Felipe Lira 4e6c2856 Fixed an issue in vertex lighting. 7 年前
GitHub 10eb1d97 Update LitData.hlsl 7 年前
Felipe Lira 28ba8394 Removed _METALLIC_SETUP dependency. Now if _SPECULAR_SETUP is not defined MetallicSetup is used. 7 年前
Frédéric Vauchelles b1d90f15 Renamed opacity mask to transmittance mask 7 年前
GitHub 1d75f4f8 Merge pull request #518 from Unity-Technologies/feature/refractionMask 7 年前
Felipe Lira e97d8b34 Removed diffuse GI computation from fragment function. When using shader graph, templates must use the helper GI functions to compute diffuse GI. 7 年前
Frédéric Vauchelles 6a14200c Revert "(wip) refraction box model" 7 年前
Felipe Lira 27111431 Added support to directional lightmaps. 7 年前
Felipe Lira 1f547adf Added support to Standard Particles 7 年前
Felipe Lira 9982097c Added support to Evaluate SH pervertex/pixel. Added support to disable LIGHTMAP and ADDITIONAL lights with shader define. Useful for ShaderGraph 7 年前
Frédéric Vauchelles 4ba8f6b9 Removed useless UI text 7 年前
Frédéric Vauchelles 2a67426d Updated refraction test scene and materials 7 年前
Frédéric Vauchelles 3342b048 (wip) refraction box model 7 年前
Frédéric Vauchelles 30bcae4e Refactored refraction mask as opacity mask 7 年前
GitHub 630c8f26 Merge pull request #519 from Unity-Technologies/Branch_FixBlacksmithSky 7 年前
Frédéric Vauchelles 394392cf Revert "Refactored refraction mask as opacity mask" 7 年前
Felipe Lira dd386fd1 Removed UnityStandardInput and BRDF/Lighting dependencies. 7 年前
Julien Ignace 9bee52dc Fixed blacksmith sky renderer to use the right shader. 7 年前
Frédéric Vauchelles 977bf6d0 Refactored refraction mask as opacity mask 7 年前
Felipe Lira 328573bc Fix shader include dependency to properly work with ShaderGraph. 7 年前
GitHub 5aab5b90 Merge pull request #516 from Unity-Technologies/fix/distortionTestScene 7 年前
Felipe Lira 6ddf3f73 Merge branch 'Unity-2017.3' into LightweightPipeline 7 年前
Felipe Lira a7ea582f Addresssed UI issues. 7 年前
Felipe Lira 98bc9a10 Optimized spotlight attenuation to be done with a DP3 and MAD instrucitons. 7 年前
Felipe Lira 0c481f08 StandardInput cannot be inside LightweightLighting or it may cause errors with other standard shaders. 7 年前
Felipe Lira e878f02d Ambient SH done perpixel until we find a proper solution on how to handle it for ShanderGraph 7 年前
Felipe Lira 792168b1 Reduced number of shader variations. 7 年前
Felipe Lira a01c178c Enabled back support to vertex lighting 7 年前