Sebastien Lagarde
a5af41b2
HDRenderPipeline: Remove reflection probe to prevent NULL fail until fix.
8 年前
sebastienlagarde
e0d3ad66
HDRenderPipeline: Quix fix about HeightBlend mode v2 for layered material
8 年前
GitHub
906bb804
Merge pull request #119 from EvgeniiG/master
Tweak the behavior of the procedural sky
8 年前
Evgenii Golubev
fa646a10
Separate "scatter push" for Rayleigh and Mie
8 年前
sebastienlagarde
24f0a144
HDRenderPipeline: Move Density/opacity of Layered material in standard mode
8 年前
Evgenii Golubev
4c2626c3
Disable height fog during cubemap rendering
8 年前
GitHub
ecd950f5
Merge pull request #118 from Unity-Technologies/Update-layered-material
HDRenderPipeline: Update layered material
8 年前
Evgenii Golubev
399b7f4d
Prevent the rotation of the sun with the sky
8 年前
GitHub
85cd5542
Merge pull request #117 from EvgeniiG/master
Fix the flipped Y axis (due to a D3D convention) for the procedural sky
8 年前
Evgenii Golubev
b1a7cdc0
Fix the flipped Y axis (due to a D3D convention) for the procedural sky
8 年前
sebastienlagarde
810afcf1
HDRenderPipeline: Update layered material
8 年前
Evgenii Golubev
269e987f
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
GitHub
1d3fd842
Merge pull request #116 from Unity-Technologies/Add-layered-displacement
HDRenderPipeline: Add Layered Displacement + fix issue with sky + some clean
8 年前
sebastienlagarde
be649c1e
HDRenderPipeline swap g and b for details mask / ansiotropy
8 年前
sebastienlagarde
66834685
HDRenderPipeline: Add Layered Displacement + fix issue with sky + some clean
- HDRI reflection is flipped, but HDRI and procedural sky are flipped
each other. For now fix the HDRI sky and we will fix procedural sky
after
8 年前
Tim Cooper
d429e630
update assets
8 年前
sebastienlagarde
d947af3f
HDRenderPipeline: Add reflection probe test
8 年前
Tim Cooper
32acc565
[hdloop]Add sky asset + common settings asset.
8 年前
GitHub
32457b2e
Merge pull request #114 from Unity-Technologies/Update-weights-calculation
HDRenderPipeline: Update weight calculation for layering
8 年前
Evgenii Golubev
3e4a07ec
Rename '_FilterWidth' to '_FilterRadius'
8 年前
Tim Cooper
171302ee
Merge branch 'preview-cameras' into refactor-hdloop
Conflicts:
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
8 年前
sebastienlagarde
4f0f829e
HDRenderPipeline: Update weight calculation for layering
8 年前
Evgenii Golubev
0d58fd17
Use bilinear filtering for all textures
8 年前
Tim Cooper
d4271c8c
Merge remote-tracking branch 'origin/master' into preview-cameras
8 年前
sebastienlagarde
50a39496
HDRenderPipeline: Batch of fix for tesselation shaders
8 年前
Evgenii Golubev
aa6bf886
Implement the initial version of the SSS algorithm
8 年前
GitHub
f2eb9af9
Merge pull request #113 from Unity-Technologies/Add-two-sided-test-scene
HDRenderPipeline: Add two sided test scene + clean a bit test directory
8 年前
Evgenii Golubev
738befc5
Make a copy of the stencil buffer
8 年前
sebastienlagarde
ddc209b1
HDRenderPipeline: Add two sided test scene + clean a bit test directory
8 年前
Evgenii Golubev
21be7561
Merge branch 'master' into SSSSS
8 年前
Evgenii Golubev
087242cd
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Sebastien Lagarde
52f90645
HDRenderPipeline: Parrallax occlusion mapping add lod fading
8 年前
Sebastien Lagarde
6a2f84cb
HDRenderPipeline: Fixx issue with tessellation (Shadow, depthonly, distortion)
8 年前
GitHub
d5396bc4
Merge pull request #112 from Unity-Technologies/Move-all-are-LTC-data-in-one-texture2DArray
HDRenderPipeline: Move all LTC data in one texture2DArray
8 年前
Sebastien Lagarde
bbf9674c
HDRenderPipeline: Move all are LTC data in one texture2DArray
Required to save ressource index for PS4 until playstation platform team
fix the issue of limited resource (16 texture + compute buffer)
8 年前
GitHub
2c21b8bb
Merge pull request #111 from Unity-Technologies/Fix-Discrenpency-forward-deferred
HDRenderPipeline: Fix discrepencey forward deferred
8 年前
Sebastien Lagarde
6c05ce51
HDRenderPipeline: Fix compil issue + discrepencey forward deferred
8 年前
Antti Tapaninen
19b9d7f6
add new macros that were missing from Metal.hlsl
8 年前
GitHub
272bdc72
Merge pull request #110 from Unity-Technologies/LayeredLit
Added V2 of height base blend + inherit from base layer albedo option.
8 年前
sebastienlagarde
298c7695
HDRenderPipeline: Clean some code in Tessellation
8 年前
GitHub
297cb6ad
Merge pull request #109 from Unity-Technologies/Add-object-scale-for-tessellation
Add object scale for tessellation
8 年前
sebastienlagarde
bcc0a738
HDRenderPipeline: Missing scale
8 年前
sebastienlagarde
e25f8c19
HDRenderPipeline: Add object scale
8 年前
sebastienlagarde
6c49eb5c
SRL: Fix issue with Texture2D_float not recognize on windows + format
8 年前
GitHub
2ba6f819
Merge pull request #108 from Unity-Technologies/metal
Initial macOS Metal support for HDRenderPipeline + some iOS fixes in FTPL
8 年前
GitHub
89421bcf
Merge branch 'master' into metal
8 年前
mmikk
65dc77ef
fix something obvious :)
fix something obvious :)
8 年前
Antti Tapaninen
13ea9eba
fix a typo from 6a559794e99deb97862d7665ded84ac0396dbcf3
8 年前
mmikk
53139a71
prevent crash on iOS from illegal access
prevent crash on iOS from illegal access. In HLSL, unlike c++, for the
statement if(A && B) B is executed whether A succeeds or fails. In this
case the result is a crash on iOS (since we convert from hlsl to d3dasm
to metal).
8 年前
Evgenii Golubev
d1ed6394
Split lighting for all materials into diffuse and specular
8 年前