33 次代码提交 (a3dae81f-ee2e-4eea-ba95-02ecb37632c7)

作者 SHA1 备注 提交日期
Sebastien Lagarde 236dada1 HDRenderLoop: Plenty of stuff + Meta pass renaming + Depth pass 8 年前
Sebastien Lagarde 00afee16 HDRenderLoop: Lot of stuffs - try to prepare for various lighting architecture 8 年前
Sebastien Lagarde e3c7667f HDRenderLoop: Renmae PositionHS to PositionCS + another pass on shadow design 8 年前
Sebastien Lagarde e7a1bb1b HDRenderLoop: Update to new texture abstraction everywhere 8 年前
Julien Ignace 48fc9b85 - Properly implemented GI meta pass for Unlit shader. 8 年前
sebastienlagarde 996cc98f HDRenderLoop: Move FragInput is now global to share code + reorganise debug attributes 8 年前
Sebastien Lagarde 97a2db70 HDRenderLoop: Premultiply EmissiveIntensity and EmissiveColor + few renaming 8 年前
Sebastien Lagarde 521b51c7 HDRenderLoop: Big refactor to preprate for depthOffsetVs 8 年前
sebastienlagarde 886b32ec HDRenderPipeline: update unlit shader 8 年前
sebastienlagarde 097f767c HDRenderPipeline: Fix a lot of thing, tesselation work with lit shader but fail with layeredLit + planar and triplanr doesn't work 8 年前
sebastienlagarde a40f87a0 Clean/update for distortion + add a transparent depth prepass 7 年前
Frédéric Vauchelles acca5c71 Use a multiply blend mode instead of stencil to control distortion 7 年前
Frédéric Vauchelles 5cf7b5ab Added remapping for distortion blur 7 年前
Sebastien Lagarde fc851786 Add proper configuration of unlit.shader to render with new depth test 7 年前
Sebastien Lagarde 98d141a7 Missing one file 7 年前
Sebastien Lagarde bd84a419 Correct wrong define used in test + fix issue with transparent keyword not reset 7 年前
Frédéric Vauchelles c755942b Fixed Lit/Distortion debug 7 年前
Sebastien Lagarde cd755f87 Add _SURFACE_TYPE_TRANSPARENT keyword (so fog work with rough refraction) 7 年前
sebastienlagarde 4287ed02 HDRenderPipeline: Split Lit and LayeredLit data file in several part to make it more readable 7 年前
Sebastien Lagarde 935bfd9b HDRenderPipeline: Refactor LightLoop glue code 7 年前
Julien Ignace 0bd39134 Renamed _ColorXXX properties in Unlit to _UnlitColor to avoid conflict with legacy Unity names which are required for Alpha test to work with GI. 7 年前
sebastienlagarde 11388041 HDRenderPipeline: Add tile/scale uv control to emissive color map 7 年前
sebastienlagarde 960faf23 HDRenderPipeline: Change distortion map to be 0..1 (to support LDR format) 7 年前
Sebastien Lagarde 36f3cfd4 merge unity 2017.3 7 年前
Sebastien Lagarde 69f19bc0 HDRenderPipeline: Add support of shadow mask (Disabled in 2017.3) - require C++ change 7 年前
sebastienlagarde f9690423 HDRenderPipeline: Update UI for AO (Remap), Distortion (ScaleBias) and UnlitColor (UVs mapping) 7 年前
lyndon homewood 595016ea Moved MipMap Debug rendering to its own mode. 7 年前
lyndon homewood 9b9d85af Tidied up mip map debugging in shaders based on PR feedback 7 年前
Thomas 6e7134b5 Added motion vector support to Unlit 7 年前
sebastienlagarde 7f5f1c1a Merge remote-tracking branch 'refs/remotes/origin/master' into feature/mip-debug 7 年前
sebastienlagarde 55b91556 Replace EmissiveIntesnity by EmissveColor HDR 7 年前
GitHub 80d748f5 Add light linking support (#1758) 6 年前
Sebastien Lagarde 56790568 Refactor GetBakedDiffuseLighting 6 年前