625 次代码提交 (a54e4275-103b-4539-9cf5-e1a3851e4d16)

作者 SHA1 备注 提交日期
vlad-andreev 55ec4129 hlsl generator: tabs->spaces 8 年前
vlad-andreev 32b466e2 add enum support to hlsl generator 8 年前
Sebastien Lagarde de43ba96 HDRenderLoop: Add automatic support for material propery debug 8 年前
mmikk adef0b64 get rid of a static I don't need 8 年前
mmikk 91cb86e4 isolated reflection probes to a template as well and isolated all global params to being set from one function 8 年前
mmikk d62f5fd8 unified lighttemplate code for deferred and tiled forward with callback to material function 8 年前
Sebastien Lagarde bb06ff58 HDRenderLoop: Update Debug view mode for new parameters 8 年前
sebastienlagarde 6d8ef108 HDRenderloop: Update Parameters of lit material and update GBuffer layout + add aniso function 8 年前
sebastienlagarde f7bb55e1 HDRenderLoop: Correction Metallic name 8 年前
sebastienlagarde acd11ee0 HDRenderLoop Rename DisneyGGX to Li and convert to whitesapce convention 8 年前
Julien Ignace 581745c8 - HDRenderLoop: Added exposure/tonemap to the new inspector. 8 年前
sebastienlagarde 1f0c5be7 HDRenderLoop: Fix issue after the merge of debug shaders 8 年前
GitHub 61e8c0e0 Merge pull request #3 from Unity-Technologies/DebugShader 8 年前
mmikk 60d4e47d tiled forward (transparencies too) 8 年前
Julien Ignace d45894b6 Merge branch 'master' into DebugShader 8 年前
Sebastien Lagarde 00d2aece HDRenderLoop: Add few function to the shader library related to far cry 4 talk 8 年前
Julien Ignace 9a49604d Clean test code for debug menu 8 年前
sebastienlagarde dc7f78dd HDRenderLoop: Add twosided lightingmaterial 8 年前
Julien Ignace 2a66fcda Added the possibility to hide opaque or transparent objects 8 年前
sebastienlagarde 5322780e HDRenderLoop: miss one file 8 年前
Julien Ignace d0e884be Added the possibility to display transparent objects for Material Debug 8 年前
sebastienlagarde 2d10c5ef HDRenderLoop: Add Unlit.shader + fix backface and transparent 8 年前
Julien Ignace c90ffdda Merge branch 'master' into DebugShader 8 年前
sebastienlagarde f423dd68 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
vlad-andreev 6a14e392 [fptl] fix null reference exception 8 年前
vlad-andreev b145a4d1 semi-temporary hack to reload .compute assets 8 年前
sebastienlagarde e26a36cb HDRenderLoop: Add tonemapper and exposure control 8 年前
Julien Ignace 526fbc6f HDRenderLoop debug params are now in a struct. Added an Inspector for HDRenderLoop 8 年前
sebastienlagarde 5cc2607c HDRenderLoop: Correct fix double sided 8 年前
Julien Ignace 5551e27f Compile fix after last merge 8 年前
sebastienlagarde deb3ca40 HDRenderLoop: Fix issue with alpha test 8 年前
Julien Ignace f1087ce3 Merge branch 'master' into DebugShader 8 年前
sebastienlagarde e1f8e17e HDRenderLoop: Update scene + make double sided work 8 年前
sebastienlagarde 5e5b4fcb HDRenderLoop : Fix after merge 8 年前
sebastienlagarde b8c1da00 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
mmikk a6b2b6d5 GenerateSourceLightBuffers() was returning wrong number of lights when a directional is present. 8 年前
vlad-andreev 9bde6ae1 renderloop test framework and a simple test stub 8 年前
vlad-andreev 399968a2 [shadergen] minor test cleanup 8 年前
vlad-andreev 31d2e3b6 [fptl] remove accidentally committed debug code 8 年前
vlad-andreev 0b0fde25 [fptl] no gamma conversion in final pass 8 年前
vlad-andreev 8adb2307 shader generator: switch to consistent line endings 8 年前
vlad-andreev 1e00bf59 missed a file in the last commit 8 年前
vlad-andreev ea3c49e2 removed Vec2/Vec3/Vec4/Mat44, regenerated .hlsl includes 8 年前
Julien Ignace 147341c8 Revert default value for HDRenderLoop GBufferDebug 8 年前
vlad-andreev 81aa39a3 switched HDRenderLoop over to generated .hlsl 8 年前
Julien Ignace 06725f27 Added GBuffer Debug shader. 8 年前
vlad-andreev 8af5f4ac [fptl, hd] gbuffer sizes are no longer implicit 8 年前
sebastienlagarde 36c50926 HDRenderLoop: Add builtin data structure + add velocity buffer 8 年前
Julien Ignace 60e032e0 Merge branch 'master' into DebugShader 8 年前
mmikk e80c0e73 choose logBase value such that 50% of clusters (out of 64) are consumed between near plane and max opaque depth. 8 年前