4444 次代码提交 (a5884c7a-ae27-4cd6-aa80-166f986d43d2)

作者 SHA1 备注 提交日期
joce 574bc97d First implementation of node collapsing for MG 8 年前
Evgenii Golubev 9c4e28d4 Compact the Disney Diffuse LUT 8 年前
sebastienlagarde ea867c72 HDRenderLoop: Remove Shaders folder and move all files at root + rename XXXDefault.shader to XXX.shader 8 年前
joce af7694ae GraphView update 8 年前
Evgenii Golubev 0063bde5 Update LTC LUT data 8 年前
Sebastien Lagarde efa7c787 HDRenderLoop: Clean packed Gbuffer code in Uint16 + packing functions 8 年前
joce 66dac0cd Fix GraphView editorconfig file. 8 年前
Evgenii Golubev 191dcd94 Optimize EvaluateBSDF_Area() with an early exit and scalar grouping 8 年前
Sebastien Lagarde 25234e00 HDRenderLoop: Test about packing all GBufer in two RT U16 8 年前
joce 64bf0c23 Fix MaterialGraph to match updated Unity changes 8 年前
Evgenii Golubev 8de2e009 Update the normalization of Baum's equation 8 年前
Sebastien Lagarde 40f9dda4 HDRenderLoop: Update for velociy buffer + several stuff/fix/refactor 8 年前
Peter Bay Bastian 36c08357 Commandable manipulator for #11 8 年前
Evgenii Golubev 92dde0a7 Enable two-sided support for the reference area light implementation 8 年前
runes 2998b7cd Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
joce 98e645eb Make Node and NodePresenter members private 8 年前
Evgenii Golubev 2663eb61 Improve comments 8 年前
Julien Ignace 7d178554 Added some unlit materials to test Unlit GI 8 年前
Peter Bay Bastian 4ff1c093 NodeDrawer now derives from Node. 8 年前
Evgenii Golubev 81b8bd5f Temporarily disable the reference GGX IBL implementation 8 年前
Julien Ignace 48fc9b85 - Properly implemented GI meta pass for Unlit shader. 8 年前
Peter Bay Bastian d683bd58 Handle nodes without any output 8 年前
Evgenii Golubev f2161234 Add area light geometry visualization 8 年前
GitHub 0d79a150 Merge pull request #9 from Unity-Technologies/VelocityBufferSupport 8 年前
Peter Bay Bastian 4a3e71ed Modify Node to be compatible with MG's layout 8 年前
Sebastien Lagarde 7443a077 HDRenderLoop: Fixed issue with velocity pass + fix shader warning 8 年前
Evgenii Golubev f6ce1375 Formatting; avoid D3D11 compiler warning 8 年前
Tim Cooper 0a990a6d allow specifying the UV channel on the UV node. 8 年前
Sebastien Lagarde c03433e2 HDRenderLoop: Add velocity shader pass 8 年前
Evgenii Golubev a98a734c Fix formatting 8 年前
Tim Cooper 8133e0c7 Focus graph when changing selection. 8 年前
Sebastien Lagarde 1999b306 Merge remote-tracking branch 'refs/remotes/origin/master' into VelocityBufferSupport 8 年前
Evgenii Golubev 3764be25 Realign the LTC test geometry 8 年前
mmikk 3a6077b7 apparently we don't support uniforms in #ifdef in compute with multiple kernels 8 年前
Tim Cooper 17429180 Add support for setting default input values on material sub graphs (when editing the graph) so there is something to compare with. 8 年前
Evgenii Golubev fd5fbe55 Add a test scene for an LTC area light 8 年前
mmikk 19b1da78 revert duplicates and globals declarations 8 年前
joce 2539e9c2 Undo optimization that broke edges 8 年前
Evgenii Golubev eaa51e39 Ignore Assembly-CSharp.csproj.FileListAbsolute.txt 8 年前
sebastienlagarde 97713e27 HDRenderLoop: Add importance sampling of aniso GGX for ref 8 年前
Peter Bay Bastian 1770fee9 Duplication support for graph nodes 8 年前
Evgenii Golubev 731e1f23 Enable LTC area light code path 8 年前
GitHub c818f01e Merge pull request #8 from EvgeniiG/master 8 年前
Peter Bay Bastian ce272542 Implemented copy/paste functionality for graph (currently uses shift rather than ctrl, as the latter does not fire the event) 8 年前
Evgenii Golubev 99b53772 Add an anisotropic GGX test scene 8 年前
Peter Bay Bastian d99fa8d2 Moved global selection handling into its own manipulator, rather than piggy-backing the ClickSelector, as an edge case was not being handled. 8 年前
Julien Ignace faec4157 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
Peter Bay Bastian ff7ce7e4 Optimized `Edge.GetFromToPoints` with caching of left and right anchor `GraphElement`'s. 8 年前
Evgenii Golubev c5da7cda Delete the unused file 8 年前
Julien Ignace dce07c5d LayerLit layer mask is now rgb (layer0 is always 100%) 8 年前