sebastienlagarde
|
b59196ee
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-ParallaxOcclusionMapping
|
8 年前 |
vlad-andreev
|
fac34a7d
|
fix dumb
|
8 年前 |
Evgenii Golubev
|
94575da4
|
Remove the redundant 'GGX' from function names
|
8 年前 |
sebastienlagarde
|
34ba21bb
|
HDRenderPipeline: Push draft for adding POM
|
8 年前 |
vlad-andreev
|
367260ce
|
various changes to the HD renderloop to match the preview camera changes
|
8 年前 |
Evgenii Golubev
|
6d6d3082
|
Rename 'IblGgx' to 'GgxIbl' for consistency
|
8 年前 |
sebastienlagarde
|
d055406d
|
HDRenderPipeline: Draft to work at home
|
8 年前 |
GitHub
|
d23fdad9
|
Merge pull request #102 from Unity-Technologies/Branch_fix-ps4-hdrenderloop
Branch fix ps4 hdrenderloop
|
8 年前 |
Julien Ignace
|
c83f3d4a
|
Merge branch 'master' into Branch_fix-ps4-hdrenderloop
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/Unlit.shader
# Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader
# Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader
# Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/Resources/GGXConvolve.shader
|
8 年前 |
Evgenii Golubev
|
5f09345a
|
Rename to 'iblGgxSamples' to 'ggxIblSamples'
For consistency.
|
8 年前 |
GitHub
|
b03bf46b
|
Merge pull request #100 from EvgeniiG/master
Precompute IBL samples on GPU
|
8 年前 |
Evgenii Golubev
|
65c98c8d
|
Factor out the GGX filtering code
|
8 年前 |
Julien Ignace
|
47800dae
|
Fixed a number of issues on PS4
- Some shaders not compiled for PS4
- Shaders testing depth when no depth buffer were bound (which works fine on DX11)
|
8 年前 |
Peter Bay Bastian
|
ab990b62
|
TypeMapper and ScriptableObjectFactory
Only used in AbstractGraphInspector for now
|
8 年前 |
joce
|
4702ac61
|
Updated graphs
Signed-off-by: joce <joce@unity3d.com>
|
8 年前 |
joce
|
2a1b5b99
|
TypeMapper => GraphTypeMapper
Signed-off-by: joce <joce@unity3d.com>
|
8 年前 |
joce
|
c5baafe7
|
Integrate latest GraphView
Signed-off-by: joce <joce@unity3d.com>
|
8 年前 |
joce
|
7ab5cea2
|
Update shader graphs (placement was broken)
Signed-off-by: joce <joce@unity3d.com>
|
8 年前 |
joce
|
cfc167d9
|
TypeMapper now derives from BaseDataMapper
Signed-off-by: joce <joce@unity3d.com>
|
8 年前 |
joce
|
134a3007
|
Update to latest GraphView
Signed-off-by: joce <joce@unity3d.com>
|
8 年前 |
joce
|
3e485a48
|
DrawData be gone
Signed-off-by: joce <joce@unity3d.com>
|
8 年前 |
GitHub
|
9b15b029
|
Merge pull request #101 from Unity-Technologies/Fix-for-two-sided-tessellation
HDRenderPipeline: Fix tessellation issue with double sided
|
8 年前 |
sebastienlagarde
|
e447e133
|
HDRenderPipeline: Fix tessellation issue with double sided
|
8 年前 |
Sebastien Lagarde
|
5460dd7b
|
HDRenderPipeline: Add worldViewFrustrum cull to tesselation
|
8 年前 |
Sebastien Lagarde
|
b86ceaec
|
HDRenderPipeline: Minor comment adjustement on tessellation factor
|
8 年前 |
GitHub
|
9a72bdd8
|
Merge pull request #99 from Unity-Technologies/Improve-tessellation-efficiency
HDRenderPipeline: Add distance and screen adapation + backface culling
|
8 年前 |
Sebastien Lagarde
|
f4f59ad1
|
HDRenderPipeline: Add distance and screen adapation + backface culling
miss frustrum culling
|
8 年前 |
GitHub
|
531082c1
|
Merge pull request #98 from Unity-Technologies/Vertex-interpolator-and-tesselation-improvement
Change Vertex / attributes / Interpolator management
|
8 年前 |
Sebastien Lagarde
|
66bb5e08
|
HDRenderPipeline: Fix last issue - all working!
|
8 年前 |
Sebastien Lagarde
|
fe9b2eb8
|
HDRenderPipeline: Format + another set of fix with displacement map
|
8 年前 |
Sebastien Lagarde
|
1cc45a08
|
HDRenderPipeline: Push various error and warning fix
|
8 年前 |
sebastienlagarde
|
90f00c89
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Vertex-interpolator-and-tesselation-improvement
|
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
|
1e2647bc
|
HDRenderPipeline: DepthOffset fix
|
8 年前 |
sebastienlagarde
|
f0a158b3
|
HDRenderPipeline: Plenty of other fix - shader compiler crash with internal error for tesselation
|
8 年前 |
sebastienlagarde
|
53b5f4b3
|
HDRenderPipeline: Fixing a lot of compiling issue, all is now compiling
|
8 年前 |
sebastienlagarde
|
3b0e1c97
|
HDRenderPipeline: Large refactor of all the pass attribute and varying system
|
8 年前 |
Sebastien Lagarde
|
e32ad29b
|
HDRenderPipeline: Attempt to do somerthing with velocity pass
|
8 年前 |
Sebastien Lagarde
|
1c86fa3a
|
HDRenderPipeline: Lot of change, still motion vector pass to fix
|
8 年前 |
Sebastien Lagarde
|
fd23a655
|
HDRenderPipeline: Second part of modification still not compiling/working
|
8 年前 |
Evgenii Golubev
|
846d4f8d
|
Precompute IBL samples on GPU
|
8 年前 |
sebastienlagarde
|
f87075a5
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Vertex-interpolator-and-tesselation-improvement
|
8 年前 |
Evgenii Golubev
|
8a25c51c
|
Precompute IBL light sample directions
|
8 年前 |
GitHub
|
f1780b9b
|
Merge pull request #97 from EvgeniiG/master
Implement a hotfix for the sky
|
8 年前 |
sebastienlagarde
|
0d5518ce
|
HDRenderPipeline: More test - Miss domain shader part
|
8 年前 |
Evgenii Golubev
|
6da9eb72
|
Implement a workaround for the case when disabling a keyword has no effect
I am referring to PERFORM_SKY_OCCLUSION_TEST.
|
8 年前 |
sebastienlagarde
|
89300656
|
HDRenderPipeline: Try to improve vertex side of thing
|
8 年前 |
GitHub
|
129ff6b6
|
Remove the MIP map level bias of 1
(omegaS / omegaP == 1) already results in the correct 'mipLevel' value of 0.
|
8 年前 |
sebastienlagarde
|
8c83bcf9
|
HDRenderPipeline: Add few comment
|
8 年前 |
GitHub
|
7f00e9f5
|
Merge pull request #96 from Unity-Technologies/Changed-transparent-opaque-Unlit-pass
Update unlit shader
|
8 年前 |