Tim Cooper
9fb975a4
[mat graph]Remove Canvas2D from repository.
8 年前
Tim Cooper
3313d8c4
trying new UI
8 年前
sebastienlagarde
acd11ee0
HDRenderLoop Rename DisneyGGX to Li and convert to whitesapce convention
8 年前
Julien Ignace
581745c8
- HDRenderLoop: Added exposure/tonemap to the new inspector.
- Cleaned the way debug render are done.
8 年前
sebastienlagarde
1f0c5be7
HDRenderLoop: Fix issue after the merge of debug shaders
8 年前
GitHub
61e8c0e0
Merge pull request #3 from Unity-Technologies/DebugShader
Debugshader
8 年前
mmikk
60d4e47d
tiled forward (transparencies too)
tiled forward (transparencies too). Didn't hook up reflections or
cookies yet.
8 年前
Julien Ignace
d45894b6
Merge branch 'master' into DebugShader
8 年前
Sebastien Lagarde
00d2aece
HDRenderLoop: Add few function to the shader library related to far cry 4 talk
8 年前
Julien Ignace
9a49604d
Clean test code for debug menu
8 年前
sebastienlagarde
dc7f78dd
HDRenderLoop: Add twosided lightingmaterial
8 年前
Julien Ignace
2a66fcda
Added the possibility to hide opaque or transparent objects
8 年前
sebastienlagarde
5322780e
HDRenderLoop: miss one file
8 年前
Julien Ignace
d0e884be
Added the possibility to display transparent objects for Material Debug
8 年前
sebastienlagarde
2d10c5ef
HDRenderLoop: Add Unlit.shader + fix backface and transparent
8 年前
Julien Ignace
c90ffdda
Merge branch 'master' into DebugShader
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
8 年前
sebastienlagarde
f423dd68
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
vlad-andreev
6a14e392
[fptl] fix null reference exception
8 年前
vlad-andreev
b145a4d1
semi-temporary hack to reload .compute assets
8 年前
sebastienlagarde
e26a36cb
HDRenderLoop: Add tonemapper and exposure control
8 年前
Julien Ignace
526fbc6f
HDRenderLoop debug params are now in a struct. Added an Inspector for HDRenderLoop
8 年前
sebastienlagarde
5cc2607c
HDRenderLoop: Correct fix double sided
8 年前
Julien Ignace
5551e27f
Compile fix after last merge
8 年前
sebastienlagarde
deb3ca40
HDRenderLoop: Fix issue with alpha test
8 年前
Julien Ignace
f1087ce3
Merge branch 'master' into DebugShader
# Conflicts:
# Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/test.mat
8 年前
sebastienlagarde
e1f8e17e
HDRenderLoop: Update scene + make double sided work
8 年前
sebastienlagarde
5e5b4fcb
HDRenderLoop : Fix after merge
8 年前
sebastienlagarde
b8c1da00
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Material.hlsl
8 年前
mmikk
a6b2b6d5
GenerateSourceLightBuffers() was returning wrong number of lights when a directional is present.
GenerateSourceLightBuffers() was returning wrong number of lights when a
directional is present.
8 年前
vlad-andreev
9bde6ae1
renderloop test framework and a simple test stub
8 年前
vlad-andreev
399968a2
[shadergen] minor test cleanup
8 年前
vlad-andreev
31d2e3b6
[fptl] remove accidentally committed debug code
8 年前
vlad-andreev
0b0fde25
[fptl] no gamma conversion in final pass
8 年前
vlad-andreev
8adb2307
shader generator: switch to consistent line endings
8 年前
vlad-andreev
1e00bf59
missed a file in the last commit
8 年前
vlad-andreev
ea3c49e2
removed Vec2/Vec3/Vec4/Mat44, regenerated .hlsl includes
8 年前
Julien Ignace
147341c8
Revert default value for HDRenderLoop GBufferDebug
8 年前
vlad-andreev
81aa39a3
switched HDRenderLoop over to generated .hlsl
8 年前
Julien Ignace
06725f27
Added GBuffer Debug shader.
8 年前
vlad-andreev
8af5f4ac
[fptl, hd] gbuffer sizes are no longer implicit
passing -1 for width/height relies on there being an active camera,
which is no longer a thing
8 年前
sebastienlagarde
36c50926
HDRenderLoop: Add builtin data structure + add velocity buffer
- Add velocity buffer as an experiment for the design
- Split surface data into surface data and builtin data (engine side for
lightmap etc...)
8 年前
Julien Ignace
60e032e0
Merge branch 'master' into DebugShader
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
8 年前
mmikk
e80c0e73
choose logBase value such that 50% of clusters (out of 64) are consumed between near plane and max opaque depth.
choose logBase value such that 50% of clusters (out of 64) are consumed
between near plane and max opaque depth (only when a depth buffer is
available). This allows us to light things behind the opaque tile while
allowing us to keep a limit on memory consumption.
8 年前
sebastienlagarde
b7ac9b37
HDRenderLoop: Make transparent object working + doublesided mode work
8 年前
sebastienlagarde
23b90c5e
HDRenderLoop: Miss one change - include common.hlsl in FinalPass.hlsl
8 年前
Julien Ignace
d825657a
Debug Shader first version
8 年前
sebastienlagarde
0c45d07f
HDREnderLoop: Convert CGPROGRAM to HLSLPROGRAM + Add double sided support
Double sided still not work yet
8 年前
Julien Ignace
7a353452
Fix bad preceding "I am a Git noob" commit
8 年前
Julien Ignace
4077fb24
Merge branch 'my_branch'
8 年前
Julien Ignace
ad89bd6f
My changes
8 年前