sebastienlagarde
|
f12adcb0
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Repeat-cookie-directional-light
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
|
7 年前 |
GitHub
|
508adf85
|
Merge pull request #333 from EvgeniiG/master
Add a stencil copy, fix the deferred CS and enable it by default
|
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).
It means that tessellation can pop in shadows when moving the camera but we can't afford to tessellate everything anyway.
|
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 |
Felipe Lira
|
8ec89a38
|
LinearGamma conversions added based on Pipeline keyword.
|
7 年前 |
Evgenii Golubev
|
c11c50a6
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
|
7 年前 |
Felipe Lira
|
50b18a0a
|
Removed Tex2DLinear function which was causing a dependent texture read due to parameter copy.
|
7 年前 |
GitHub
|
50746c8e
|
Merge pull request #332 from Unity-Technologies/Branch_SkyRenderTextureHash
Added code to update Sky render texture hash so that GI bakes correctly. Code is commented until new API reaches graphics/srp
|
7 年前 |
Evgenii Golubev
|
2918766c
|
Further optimize the box projection clip factor for GCN
|
7 年前 |
Felipe Lira
|
b7b421cf
|
Updated cornel box model to use legacy materials importing.
|
7 年前 |
Evgenii Golubev
|
92e6d7c0
|
Add shadow data to lights and update the cookie test
|
7 年前 |
Julien Ignace
|
07ccac0b
|
Added code to update Sky render texture hash so that GI bakes correctly. Code is commented until new API reaches graphics/srp
|
7 年前 |
Felipe Lira
|
a4169e1f
|
Removed libMGD as it is causing problems in Android N
|
7 年前 |
GitHub
|
9e3bb7df
|
Merge pull request #331 from EvgeniiG/merge_proj_lights
Merge projector lights into punctual lights
|
7 年前 |
sebastienlagarde
|
07ba87ed
|
HDRenderPipeline: Fix issue with Metapass not working anymore
|
7 年前 |
runes
|
3c1116f3
|
added code to bind shadow resources to compute shaders
|
7 年前 |
sebastienlagarde
|
50580dad
|
HDRenderPipeline: Fix issue with meta pass not using correct coordinate
|
7 年前 |
sebastienlagarde
|
b010d5c1
|
HDrenderPipeline: Add some comment to shadow tessellation fix
|
7 年前 |
GitHub
|
93d54bd3
|
Merge pull request #330 from EvgeniiG/master
Fix tessellation during the shadow pass
|
7 年前 |
Felipe Lira
|
d855e68b
|
Merge branch 'LightweightPipeline'
|
7 年前 |
Evgenii Golubev
|
e15288f5
|
Add back-face culling for box projector lights
|
7 年前 |
sebastienlagarde
|
02c6a152
|
HDRenderPipeline: Fix issue with emissive that is now HDR
|
7 年前 |
Evgenii Golubev
|
5b236c70
|
Add SpotLightShape, and clean up bounding volume computation in the TilePass.cs
|
7 年前 |
sebastienlagarde
|
6ecb6edd
|
HDRenderPipeline: Reduce GC alloc by replacging call to Array.Sort by our own quicksort
|
7 年前 |
Evgenii Golubev
|
151ac4fb
|
Optimize the cookie code for GCN
|
7 年前 |
sebastienlagarde
|
dca98af6
|
HDRenderPipeline: Remove undeisred executebuffer
|
7 年前 |
Evgenii Golubev
|
b4eccac0
|
Fix culling of box projector lights
|
7 年前 |
GitHub
|
3de259af
|
Merge pull request #328 from EvgeniiG/master
Fix diffuse transmission
|
7 年前 |
Evgenii Golubev
|
640bf8c6
|
Make projector code dependent on the cookie
Projector lights now sample a white texture if no cookie has been assigned.
|
7 年前 |
sebastienlagarde
|
10c82bc2
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
|
7 年前 |
Evgenii Golubev
|
ad7a69ba
|
Fix tessellation during the shadow pass
|
7 年前 |
Evgenii Golubev
|
4a9e84ed
|
Merge projector lights into punctual lights
|
7 年前 |
runes
|
deb5f6f3
|
Fixed flickering SSAO by splitting and submitting HDRP commandbuffer before 'async' jobs
|
7 年前 |
Evgenii Golubev
|
23be42d1
|
Fix diffuse transmission
|
7 年前 |
GitHub
|
b0d4c0a0
|
Merge pull request #327 from EvgeniiG/master
Fix forward rendering in HDRP
|
7 年前 |
Evgenii Golubev
|
85c6cfd8
|
Fix rendering of transparent objects
|
7 年前 |
Felipe Lira
|
0c37ffb5
|
Added DefaultETC1 Material
|
7 年前 |
Evgenii Golubev
|
ac81c0ca
|
Force depth prepass for forward-only rendering
|
7 年前 |
sebastienlagarde
|
0f0fe524
|
HDRenderPipeline: Remove specific command buffer of SSAO
|
7 年前 |
Felipe Lira
|
c22c1ee1
|
Added particles and line renderer materials
|
7 年前 |
Evgenii Golubev
|
ac41fbe7
|
Fix forward rendering
|
7 年前 |
sebastienlagarde
|
3cfcd772
|
HDRenderPipeline: Fix compil after Postprocess update (moving out of experimental namespace)
|
7 年前 |
Felipe Lira
|
7b4dc0f8
|
Added support for UI rendering in LightweightPipeline.
|
7 年前 |
Evgenii Golubev
|
72d87a7d
|
Fix CSM for camera-relative rendering and enable the latter by default
|
7 年前 |
Felipe Lira
|
18eb7834
|
Added option to use MSAA backbuffer and benefit from hasMultipleSampleAutoResolve. Changed MSAA to MSAASampleCount
|
7 年前 |
GitHub
|
ed08e957
|
Fix frustum culling of tessellated geometry
|
7 年前 |