Evgenii Golubev
|
c5da7cda
|
Delete the unused file
|
8 年前 |
Julien Ignace
|
dce07c5d
|
LayerLit layer mask is now rgb (layer0 is always 100%)
|
8 年前 |
Evgenii Golubev
|
0abdbd8f
|
Add anisotropic GGX test scene
|
8 年前 |
Julien Ignace
|
014f5626
|
Test scene layered material textures filtering set to aniso16
|
8 年前 |
runes
|
f1ab4d10
|
Fixed CSM clipping issue
|
8 年前 |
Evgenii Golubev
|
68bbdef4
|
Set the default anisotropy direction along the tangent
|
8 年前 |
Sebastien Lagarde
|
b945ef44
|
HDRenderLoop: Add velocity buffer support (C# side)
|
8 年前 |
Julien Ignace
|
b27e925d
|
Fixed compilation errors for no-define version of the LayeredLit shader.
|
8 年前 |
runes
|
4a7deee5
|
Support for compute shader evaluation of lights (single pass only so far)
|
8 年前 |
Julien Ignace
|
19d5484e
|
Updated LayeredLit shader with new code.
|
8 年前 |
sebastienlagarde
|
fc554180
|
HDRenderLoop: Rename TEXTURE2D_PASS to TEXTURE2D_PARAM
|
8 年前 |
Julien Ignace
|
b43fec12
|
Fixed global illumination setup and shader.
|
8 年前 |
vlad-andreev
|
95cf033e
|
turned UsingFptl() into an accessor
|
8 年前 |
vlad-andreev
|
4a922123
|
use Graphics.ConvertTexture() in TextureCache
|
8 年前 |
Sebastien Lagarde
|
35b919ab
|
HDRenderLoop: Minor addition for emissive
|
8 年前 |
mmikk
|
32eade55
|
re-arranged to prep for async compute and minor clean up
re-arranged to prep for async compute and minor clean up
|
8 年前 |
Sebastien Lagarde
|
488f2a32
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
|
8 年前 |
Sebastien Lagarde
|
c669ef0e
|
HDRenderLoop: Missing files...
|
8 年前 |
Aras Pranckevicius
|
bbf7731a
|
API change: VisibleLight has spotAngle now
|
8 年前 |
Sebastien Lagarde
|
84c14eca
|
HDRenderLoop: Fix anisotropy + rename BSDF with NoPI
- Rename DividePI to nothing and use NoPI instead
- Update UI + code to handle anisotropy correctly
|
8 年前 |
Aras Pranckevicius
|
96043e96
|
API change: rename inputCullingOptions -> inputFilter
|
8 年前 |
Sebastien Lagarde
|
e7a1bb1b
|
HDRenderLoop: Update to new texture abstraction everywhere
|
8 年前 |
Sebastien Lagarde
|
f1a08280
|
HDRenderLoop: Add more lightmap suport (need testing)
|
8 年前 |
Aras Pranckevicius
|
2f770b28
|
Update after API rename
|
8 年前 |
Aras Pranckevicius
|
d49289a8
|
Use PBS Standard BRDF in the example shader
|
8 年前 |
Aras Pranckevicius
|
497e5eec
|
Update comments
|
8 年前 |
Aras Pranckevicius
|
e11b4be1
|
Add BasicRenderLoopTutorial
|
8 年前 |
mmikk
|
5bb64bac
|
decided to go with 128 for clustered (since it's less confined in range)
decided to go with 128 for clustered (since it's less confined in range)
|
8 年前 |
mmikk
|
b5fcabc2
|
elaborate on confusion :)
elaborate on confusion :)
|
8 年前 |
mmikk
|
abff6e01
|
support both left and right hand camera space in shaderland (think we'll match cpp side by default)
support both left and right hand camera space in shaderland (think we'll
match cpp side by default)
|
8 年前 |
Sebastien Lagarde
|
d75972a9
|
HDRenderLoop: Add LightProbe + ProbeVolume support (not tested)
|
8 年前 |
mmikk
|
20aeb365
|
use FirstSetBit_Hi() instead as firstbithigh()
use FirstSetBit_Hi() instead as firstbithigh()
|
8 年前 |
mmikk
|
962b7001
|
adding the pre-pass on clustered
adding the pre-pass on clustered
|
8 年前 |
mmikk
|
cc63cac6
|
ps4 shader compiler was not amused by missing curley brackets!!
ps4 shader compiler was not amused by missing curley brackets!!
|
8 年前 |
mmikk
|
802c6dbc
|
ps4 compiler didn't care for the repeat declaration.
ps4 compiler didn't care for the repeat declaration.
|
8 年前 |
mmikk
|
11332e04
|
switch to using our actual pound defines.
switch to using our actual pound defines.
|
8 年前 |
mmikk
|
39a9d002
|
switch some structured buffers to regular buffers
switch some structured buffers to regular buffers
|
8 年前 |
mmikk
|
d68f5478
|
first pass on getting rid of shader compile errors on PS4
first pass on getting rid of shader compile errors on PS4.
Still don't have a solution for the missing #pragma features.
|
8 年前 |
Sebastien Lagarde
|
86a99676
|
HDRenderLoop: Fix compil error
|
8 年前 |
Sebastien Lagarde
|
91638db9
|
HDRenderLoop: Small bias to see something
|
8 年前 |
Sebastien Lagarde
|
b3d6e1ea
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
|
8 年前 |
mmikk
|
8f2bc45a
|
fix ambiguity error message in ps4 shader compiler
fix ambiguity error message in ps4 shader compiler
|
8 年前 |
mmikk
|
8dc19aa6
|
fix a clamping bug when fine pruning disabled in fptl
fix a clamping bug when fine pruning disabled in fptl (should be at 64
not 24).
|
8 年前 |
Sebastien Lagarde
|
4e046798
|
HDRenderloop: lot of missing file...
|
8 年前 |
mmikk
|
82be5118
|
separate out fine pruning to a separate function
separate out fine pruning to a separate function
|
8 年前 |
Sebastien Lagarde
|
e3c7667f
|
HDRenderLoop: Renmae PositionHS to PositionCS + another pass on shadow design
|
8 年前 |
Sebastien Lagarde
|
b0bf5e66
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
|
8 年前 |
Sebastien Lagarde
|
36745c50
|
HDRenderloop: Remove flags from light + experiment bias on receiver
|
8 年前 |
Tim Cooper
|
9f1103ac
|
[mat graph] Nested shader now lives inside graph asset. This is used by the material inspector :)
|
8 年前 |
Tim Cooper
|
f62762b2
|
[mat graph]Move material options into the master node they exist for + add GUID support for selected master node.
|
8 年前 |