sebastienlagarde
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9b64036d
|
Some code clean
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7 年前 |
sebastienlagarde
|
de20a534
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HDRenderPipeline: Morework
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7 年前 |
sebastienlagarde
|
ea1d4cf6
|
First draft for aniso as materialId
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7 年前 |
GitHub
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02239cb4
|
Merge pull request #398 from Unity-Technologies/Branch_DeferredDirShadow
Branch deferreddirshadow
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7 年前 |
sebastienlagarde
|
ffc0c850
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HDRenderPipeline: LightEditor - fix issue with shadowmapCount
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7 年前 |
sebastienlagarde
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d764ce84
|
HDRenderPipeline: Update tools tip text in light editor
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7 年前 |
GitHub
|
180ce393
|
Merge pull request #400 from Unity-Technologies/new-light-editor
New light editor
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7 年前 |
sebastienlagarde
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264c1477
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Merge remote-tracking branch 'refs/remotes/origin/master' into new-light-editor
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7 年前 |
sebastienlagarde
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1f0269ea
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Integrate feedback on light editor - some renaming and add correct name for lightmode
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7 年前 |
GitHub
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2e9e7be4
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Merge pull request #399 from Unity-Technologies/new-light-editor
New light editor
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7 年前 |
sebastienlagarde
|
eb326aeb
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Merge remote-tracking branch 'refs/remotes/origin/master' into new-light-editor
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7 年前 |
sebastienlagarde
|
dd1604a5
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Add all GUIContent, fix issues with multiple selection and add warning
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7 年前 |
sebastienlagarde
|
6f7f92f7
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Update Test scene
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7 年前 |
sebastienlagarde
|
c8512b23
|
Fix issue with dumb code to load serialize old data
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7 年前 |
sebastienlagarde
|
f358e105
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Fix issue with Cookie
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7 年前 |
sebastienlagarde
|
87949b64
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Correction for area light not working with LightType.Area
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7 年前 |
sebastienlagarde
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e805946a
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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.
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7 年前 |
Julien Ignace
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5c499a91
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Fixed Deferred shadows for forward opaque by using GetTemporaryRT (to pass automatically the texture to pixel shaders)
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7 年前 |
sebastienlagarde
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a9e3612f
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HDRenderPipeline: More work on light editor
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7 年前 |
GitHub
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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 …
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7 年前 |
Julien Ignace
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9e3a6300
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Fixed directional shadow for transparent shaders by adding the right defines.
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7 年前 |
rthompson-unity
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8ce77600
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Removed all use of GPUFences if async compute is not in use. Fixed a missing command buffer release in PushGlobalParams
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7 年前 |
sebastienlagarde
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19d8082a
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First draft of new light editor
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7 年前 |
Filip Iliescu
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3a0d938d
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Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
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7 年前 |
Julien Ignace
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af05920d
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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
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7 年前 |
sebastienlagarde
|
b748a6bc
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Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
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7 年前 |
Filip Iliescu
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795d7fe8
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add particle test scene
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7 年前 |
sebastienlagarde
|
8a546726
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HDRenderPipeline: Update some test material incorrectly flagged as SSS
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7 年前 |
GitHub
|
cf23ecf8
|
Merge pull request #390 from Unity-Technologies/fptl_async_compute
Added async compute to fptl light list build.
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7 年前 |
sebastienlagarde
|
44423085
|
HDRenderPipeline: Update pathname that are use for resource creation after the directory have been reorganize
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7 年前 |
sebastienlagarde
|
402645af
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HDRenderPipeline: Update a variable name in layered shader UI based on feedback
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7 年前 |
Julien Ignace
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d4b9dd15
|
Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting.
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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
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7 年前 |
Julien Ignace
|
e1c83556
|
Fixed ShadowsTest scene directional light parameters (was MSM instead of PCF)
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7 年前 |
sebastienlagarde
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8ff7a532
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HDRenderPipeline: Fix issue with flickering black screen in scene view
The code in this PR cause flickering in scene view. Don't know the
reasons. Revert for now.
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7 年前 |
Julien Ignace
|
c7cdfd34
|
Downsized all textures from Fern/Tree assets
|
7 年前 |
Julien Ignace
|
962dabd4
|
Update ShadowsTest scene (made geometry static and added a reflection probe).
|
7 年前 |
Julien Ignace
|
35694075
|
Fix shader compilation issue on PS4
|
7 年前 |
Sebastien Lagarde
|
1641bba9
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HDRenderPipeline: Fix various warning in csharp and shader
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7 年前 |
sebastienlagarde
|
d7ae6457
|
HDRenderPipeline: Update minor comment on proxy volume
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7 年前 |
sebastienlagarde
|
11e5ff03
|
HDRenderPipeline: Fix an issue with proxy volume. Was not working and broken with camera relative
|
7 年前 |
GitHub
|
465a57d0
|
Merge pull request #396 from Unity-Technologies/specular-occlusion
Specular occlusion - draft
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7 年前 |
sebastienlagarde
|
dffeb424
|
Small fix for extreme value
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7 年前 |
sebastienlagarde
|
05c7d851
|
Fix issue with last merge + make bent normal work
|
7 年前 |
sebastienlagarde
|
63ce8f11
|
Add missing meta
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7 年前 |
sebastienlagarde
|
1ec4ca3b
|
Merge remote-tracking branch 'refs/remotes/origin/master' into specular-occlusion
# Conflicts:
# ScriptableRenderPipeline/Core/ShaderLibrary/CommonLighting.hlsl
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7 年前 |
GitHub
|
f14653df
|
Merge pull request #395 from Unity-Technologies/Add-multibounce-approximation-on-AO-
Add multibounce approximation on ao
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7 年前 |
sebastienlagarde
|
ed1cd58c
|
Add comment
|
7 年前 |
sebastienlagarde
|
bf01ba3b
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Merge remote-tracking branch 'refs/remotes/origin/master' into Add-multibounce-approximation-on-AO-
|
7 年前 |
Evgenii Golubev
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1bfec348
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Add ShaderVariables.hlsl to the procedural sky shader
|
7 年前 |