Evgenii Golubev
93a625f2
Fix function name
8 年前
sebastienlagarde
a8bef5fd
HDRenderPipeline: Add FastSign() function
8 年前
Evgenii Golubev
b487accf
Remove an old comment
8 年前
GitHub
5c55ff09
Merge pull request #316 from Unity-Technologies/Update-shadow-API-to-use-Lits-VisibleLight--to-reduce-GC-pressure
Update shadow API - Use List<VisibleLight> instead of VisibleLight[]
8 年前
Evgenii Golubev
c2f786f1
Merge branch 'master' of https://github.com/EvgeniiG/ScriptableRenderLoop into hdrp_matrix
8 年前
Evgenii Golubev
f9e8648f
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
uygar
4125f4e0
Disabling zclipping in shaders that have a shadowcaster pass.
8 年前
Evgenii Golubev
00c5c305
Fix the SSS medium camera position
8 年前
Evgenii Golubev
8be8c50b
Fix tangent space SSS integration
8 年前
Julien Ignace
6215ab3d
Change SubsurfaceScatteringProfile so that users get visual feedback (bright pink transmission) in case the profile used in a material is missing (and was not the default neutral one).
8 年前
GitHub
f24dc903
Merge pull request #317 from Unity-Technologies/Branch_BasicProfiling
Updated BasicProfiling scene with SSS tests.
8 年前
Evgenii Golubev
df0f7a32
Add SHADERPASS_SHADOWS
8 年前
Julien Ignace
9327757f
Updated BasicProfiling scene with SSS tests.
8 年前
Evgenii Golubev
08f93209
Use the legacy Unity matrices for shadow map rendering
8 年前
sebastienlagarde
3c87f2f4
Update shadow API - Use List<VisibleLight> instead of VisibleLightArray[]
8 年前
GitHub
4ecb9cb0
Add debug LoD viz for the Jimenez SSS
8 年前
Evgenii Golubev
78d34610
Split 'ShaderVariables.hlsl' into 3 files
8 年前
sebastienlagarde
4454d78a
HDRenderPipeline: Optimize SSS screen pass
8 年前
Evgenii Golubev
07a3bffb
Remove the orphaned *.meta file
8 年前
GitHub
77c2d2ef
Merge pull request #315 from Unity-Technologies/Branch_BasicProfiling
Update BasicProfiling scene
8 年前
Evgenii Golubev
5570c647
Merge branch 'master'
8 年前
GitHub
2b47951c
Merge pull request #314 from Unity-Technologies/Move-matId-Specular-in-Standard
Update materialId management in Lit (Optimization + one slot saved)
8 年前
Sebastien Lagarde
cd023e6c
HDRenderPipeline: Fix issue with specular color and packing precision
8 年前
Sebastien Lagarde
1ed5cfbe
HDRenderPipeline: Update all material in test scene
8 年前
Sebastien Lagarde
00211652
HDRenderPipeline: Update also litTessellation.shader
8 年前
Sebastien Lagarde
e9e6cf59
HDRenderPipeline: Specular color mat id is no more store as material id
- Instead of wasting one value in materialId (only 4 availabe, we reuse
the matid standard and the value in the specular), it allow to have 2
matId free.
- Optimize the code with shader features for materialID
8 年前
Julien Ignace
1e070858
Update BasicProfiling scene
8 年前
sebastienlagarde
a7ee1111
HDRenderPipeline: Split AdditionalLightdata into HDAdditionalLight and AdditionalShadowData
HDAdditionalLight is dedicated to the render pipeline
AdditionalShadowData is common to all render pipeline
8 年前
GitHub
4ffb93c9
Merge pull request #312 from Unity-Technologies/Add-AdditionalCameraData
HDRenderPipeline: Add AdditionalCameraData to have choice of rendering path
8 年前
sebastienlagarde
8ad719be
HDRenderPipeline: Add AdditionalCameraData to have choice of rendering path
8 年前
sebastienlagarde
a311adc9
HDRenderPipeline: Remove LegacyLayered and Performancecheck of shaders code
8 年前
GitHub
31a82643
Merge pull request #311 from Unity-Technologies/Branch_FixPS4_CB_Layout
Fixed various over uniforms in Constant Buffers
8 年前
Tim Cooper
88c53704
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into reduce-gc
# Conflicts:
# Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs
8 年前
Felipe Lira
0a1fead0
Fixed rendering when no lights we present in the scene. Updated test scenes and images.
8 年前
Felipe Lira
94744828
Removed shadow sampling from loop, shadow bias taken from light, improved shadow algorithm
8 年前
Felipe Lira
578640d3
Optimized shader path for single directional light.
8 年前
Tim Cooper
b1156959
[gc]Convert to pooling
8 年前
GitHub
cd883013
Merge pull request #310 from Unity-Technologies/Branch_FixPS4_CB_Layout
Removed all uniforms from global namespace in shaders to ensure coherent constant buffer layout in compute shaders across kernels.
8 年前
Tim Cooper
0da91305
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into reduce-gc
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
8 年前
sebastienlagarde
c0a972b5
HDRenderPipeline: Move materials upgrader menu item to same location than for LT
8 年前
sebastienlagarde
dffcbac5
HDRenderPipeline: Move some item to submenu + add comment on velocity for GBfuffer pass
8 年前
GitHub
60fc3c73
Merge pull request #309 from Unity-Technologies/Branch_FixPS4_TexInCB
Removed texture declaration from CBuffer in Lit.shader (fixes broken parameter bindings on PS4 caused by shader reflection code problem on PS4 in this case).
8 年前
GitHub
c9e4d184
Merge pull request #308 from EvgeniiG/master
Minor improvement of the Disney SSS
8 年前
Evgenii Golubev
0d19f596
Make the comment less ambiguous
8 年前
Evgenii Golubev
4fd124e4
Clamp in a more intuitive manner
8 年前
Evgenii Golubev
5eba7930
Use the radius of the central sample in the shader
8 年前
Evgenii Golubev
98c12207
Add sampling helpers
8 年前
Julien Ignace
602c3afe
Fixed various over uniforms in Constant Buffers
8 年前
Evgenii Golubev
3d0666f6
Use cell-centered samples for the Z (or R) coordinates
8 年前
Julien Ignace
512668d7
Removed all uniforms from global namespace in shaders to ensure coherent constant buffer layout in compute shaders across kernels.
8 年前