sebastienlagarde
|
0da561ce
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Merge-FPTL
|
8 年前 |
Julien Ignace
|
c14da547
|
Fixed compilation of lit shader.
|
8 年前 |
Julien Ignace
|
aac1235c
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
|
8 年前 |
sebastienlagarde
|
ed862ed6
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Merge-FPTL
|
8 年前 |
sebastienlagarde
|
1500689d
|
HDRenderLoop: Move function from common.hlsl to commonlighting.hlsl
|
8 年前 |
Evgenii Golubev
|
abb866e7
|
Use a more accurate FastACos implementation
|
8 年前 |
sebastienlagarde
|
31e4c8ca
|
HDRenderLoop: Intermediate state
|
8 年前 |
GitHub
|
064c17bd
|
Merge pull request #11 from EvgeniiG/master
Implement ellipsoidal fade out for area lights
|
8 年前 |
Julien Ignace
|
99b57d08
|
- Temporarily disabled "triplanar" in LayeredLit GUI (until it's implemented)
- Cleaned LayeredLit GUI a little.
|
8 年前 |
Evgenii Golubev
|
290723c7
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into UpdateAreaLightImpl
|
8 年前 |
sebastienlagarde
|
6a1b6e2f
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Merge-FPTL
|
8 年前 |
Julien Ignace
|
2d47017c
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitData.hlsl
# Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitDebugPass.hlsl
|
8 年前 |
sebastienlagarde
|
a919228a
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Merge-FPTL
|
8 年前 |
sebastienlagarde
|
996cc98f
|
HDRenderLoop: Move FragInput is now global to share code + reorganise debug attributes
|
8 年前 |
sebastienlagarde
|
ad982eb6
|
HDRenderLoop: Rearrange debug param menu to be more artists friendy
|
8 年前 |
Evgenii Golubev
|
a6a6e773
|
Implement ellipsoidal fade out for area lights
|
8 年前 |
sebastienlagarde
|
1225abd4
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Merge-FPTL
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
|
8 年前 |
Sebastien Lagarde
|
dddb8ef6
|
HDRenderLoop: Minor correction in sky shader
|
8 年前 |
Evgenii Golubev
|
059de63c
|
Implement functions to map a cube to a sphere
|
8 年前 |
Sebastien Lagarde
|
d8f13193
|
HDRenderloop: Setup minimal draw sky/HDRI (not working)
|
8 年前 |
Evgenii Golubev
|
87dfa441
|
Implement a small LTC optimization
|
8 年前 |
Sebastien Lagarde
|
ecc73ed7
|
HDRenderLoop: Add depth prepass +DepthPrepass for forward opaque
|
8 年前 |
Julien Ignace
|
705c2c66
|
Added proper support for Vertex Color in LayeredLit shader.
|
8 年前 |
Evgenii Golubev
|
5116a0d4
|
Make 'AreaLightData.twoSided' a bool
|
8 年前 |
Julien Ignace
|
50ac3b7d
|
Temporarily disable Layer Mapping combinations for compile time purpose.
|
8 年前 |
Evgenii Golubev
|
41003740
|
Add support of 'bool' to the ShaderGenerator
|
8 年前 |
sebastienlagarde
|
648bed87
|
HDRenderLoop: Push starter that doesn't compile
|
8 年前 |
Julien Ignace
|
28861e70
|
Prepared LayeredLit shader to allow switching mapping mode for each layer. Added planar mapping.
|
8 年前 |
Aras Pranckevicius
|
df2b15a6
|
Small cleanup (spotAngle part of VisibleLight)
|
8 年前 |
Sebastien Lagarde
|
a54e4275
|
HDRenderLoop: Fix issue with debug parameters and forwardonly mode
|
8 年前 |
Sebastien Lagarde
|
47769667
|
HDRenderLoop: Clean some code and move file - AdditionalLightData now required on lights
|
8 年前 |
GitHub
|
82b0fe2c
|
Merge pull request #10 from EvgeniiG/master
Add area light support with Fresnel and Disney Diffuse
|
8 年前 |
Evgenii Golubev
|
15804531
|
Fix a merge issue
|
8 年前 |
Evgenii Golubev
|
44f88df8
|
Merge changes from upstream
|
8 年前 |
Evgenii Golubev
|
105f41c5
|
Add area light support with Fresnel and Disney Diffuse
|
8 年前 |
Evgenii Golubev
|
bc786266
|
Add Disney Diffuse support for LTC
|
8 年前 |
Evgenii Golubev
|
ebdf0660
|
Add Fresnel to LTC. Reduce the number of textures and samplers
|
8 年前 |
Evgenii Golubev
|
5c8816af
|
Update the Disney Diffuse LTC data
|
8 年前 |
sebastienlagarde
|
7350695e
|
HDRenderLoop: Change prototype of Eval and LightLoop function, now take float 3 instead of float4 for lighting
|
8 年前 |
Evgenii Golubev
|
220d35f4
|
Update the LTC GGX data
|
8 年前 |
sebastienlagarde
|
ddd7203e
|
HDRenderLoop: Loop now work in standalone win64 player
|
8 年前 |
Evgenii Golubev
|
00fa8063
|
Group scalars.
|
8 年前 |
sebastienlagarde
|
f61b40c5
|
HDRenderLoop: Move editor thing in editor directory to be able to build a player
|
8 年前 |
Evgenii Golubev
|
ee804935
|
Correct a factual mistake in the comment
|
8 年前 |
sebastienlagarde
|
87a5b1b5
|
HDRenderLoop: Last commit miss some file
|
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 |
Evgenii Golubev
|
0063bde5
|
Update LTC LUT data
|
8 年前 |
Sebastien Lagarde
|
efa7c787
|
HDRenderLoop: Clean packed Gbuffer code in Uint16 + packing functions
- It still doesn't work as UINT16 RT is not supported by Unity :(
- packing.hlsl need some convention/naming cleanup
|
8 年前 |
Evgenii Golubev
|
191dcd94
|
Optimize EvaluateBSDF_Area() with an early exit and scalar grouping
|
8 年前 |