27 次代码提交 (a6854ec4-22bf-4196-b1bf-3dee5057d53a)

作者 SHA1 备注 提交日期
Stephane Laroche 3187dab5 New StackLit forward only material: Can serve as a basic template for a new lit material creation with a different lighting code path glued in material.hlsl. 7 年前
Stephane Laroche ad31624f -Add base 2 lobe specular GGX along with inputs and UI. 7 年前
Stephane Laroche 959a0e88 -Add environment lighting that accounts for our 2 lobes base layer, for reflections only for now. 7 年前
Stephane Laroche e5b6c4fb Implement vertically layered BSDF model with anisotropy. 7 年前
Stephane Laroche 6a42ea81 Uniformity, dual lobe material feature keyword. 7 年前
Jean-François F Fortin 6f2a25cc SSS + Transmission 7 年前
sebastienlagarde bac63c51 Add ambient occlusion properties on Stacklit 7 年前
Jean-François F Fortin 9f8080f8 Added SSS (works, untested) and Transmission (untested). 7 年前
sebastienlagarde 2de26e3b Adding various UI for stacklit (iridescence + clean) first draft 7 年前
sebastienlagarde c53df482 Fix various problem + add DielectricIor 7 年前
sebastienlagarde b9939e8b Various fix for coat smoothness of stacklit 7 年前
Stephane Laroche 39777104 Independent Coat Normal Map: Input management 7 年前
Jean-François F Fortin ec47ffff Added the texture filtering for normal maps + the roughness filtering. (DISABLED+UNTESTED) 7 年前
Stephane Laroche 1ba253a4 Fix normal map filtering for both base roughnesses and coat normal map. 7 年前
Tim Cooper fafb59af Run code formatter. 7 年前
Sebastien Lagarde 2871eb29 Update specularAA handling in stacklit 7 年前
Stephane Laroche 6830f5c5 Added iridescence on the bottom of the stack (needs a bit of work still, had to hack to avoid TIR, dual normal will still cause artefacts because of the fake refraction through the geometric normal. Also to check/fix f0 handling and conversion). 7 年前
Sebastien Lagarde d69fdafe HDRP: Add support for multiple PreIntegratedFGD + updte hlsl debug number 7 年前
Stephane Laroche f46075fb Merge remote-tracking branch 'mainrepo/master' into StackLit2 7 年前
Stephane Laroche ef1f7d32 Stacklit. Make sure LTC area lights are setup correctly if no other material has set them up. 7 年前
Stephane Laroche 6d2710d9 Spherical Pivot Transformed Distribution initial commit. 7 年前
Stephane Laroche 6a34e975 StackLit: proper ambient occlusion, specular occlusion and bentnormals 6 年前
Stephane Laroche 12aebb34 StackLit: New base parametrization and dual lobe hazy gloss parametrization. 6 年前
Stephane Laroche 09d96a6f Add a UIBufferedProperty and implement a limiting option for hazy gloss parametrization's output f0 for dielectrics when metallic input is used. 6 年前
Stephane Laroche 8e152582 Add secondary lobe independent anisotropy control (also used for hazeExtent in the hazyGloss parametrization of dual specular lobes) 6 年前
Julien Ignace f339f7c5 Fixed PreIntegratedFGD texture being destroyed in some cases and not re-rendered correctly (also removed some redundant tests in Lit.cs and StackLit.cs) 6 年前
Stephane Laroche 73aab246 Merge branch 'hdrp/staging' into StackLit2_TrunkTest 6 年前