70 次代码提交 (ae7e107e-da8f-4729-b6d6-9057bac07f8d)

作者 SHA1 备注 提交日期
Frédéric Vauchelles 441f6907 Added transparency parameters on LitTessellation.shader 7 年前
Frédéric Vauchelles c1977a13 Removed coreutils unused method 7 年前
Frédéric Vauchelles 690a1a14 Added copy utility 7 年前
Frédéric Vauchelles c5b03dab Move test objects into a new scene for transparency 7 年前
Frédéric Vauchelles 6d0dcf41 Use // for comments 7 年前
Frédéric Vauchelles 4391f089 Use any to check out of bounds uvs 7 年前
Frédéric Vauchelles 589f93f7 Fixed: removed diffuse baked lighting with refraction 7 年前
Frédéric Vauchelles de4f8bc3 Reformatting 7 年前
Thomas ae7e107e Comment for later 7 年前
Frédéric Vauchelles ec4b0369 Added a utility to copy channels in a compute shader 7 年前
Thomas e622122f Moved asset/resources editor code out of runtime classes 7 年前
Sebastien Lagarde 81143750 Update code 7 年前
Frédéric Vauchelles 781d92d6 Updated test scene with refraction setup 7 年前
Thomas f3086d20 Cleanup & formatting 7 年前
Thomas 895c04b2 Improved ProfilingSample API 7 年前
sebastienlagarde df6297b3 Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-Per-Pixel-scale 7 年前
Sebastien Lagarde df359888 Remove deprecated file 7 年前
Frédéric Vauchelles 90b2eb1e Added refraction, roughness refraction and transparency absorption 7 年前
sebastienlagarde 2727603e HDRenderPipeline: Create Camera directory and move HDCamera so a separte file 7 年前
Sebastien Lagarde 78609ffc Merge branch 'Unity-2017.3' into YibingProject 7 年前
GitHub bbaee114 Merge pull request #440 from Unity-Technologies/refactor-episode-1 7 年前
Thomas 2cdd3c12 Moved most of HDRP utilities to Core 7 年前
sebastienlagarde 66a7d8bd update 7 年前
sebastienlagarde 75c24de2 HDRenderPipeline: Update details map blending formula for smoothness and albedo based on artist feedback 7 年前
sebastienlagarde cd5fd6d3 merge latest 2017.3 7 年前
sebastienlagarde 24c669b1 Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Unity-2017.3 7 年前
Evgenii Golubev 381a7ef3 Bugfix tiling/object scale on/off 7 年前
GitHub ba11639e Merge pull request #439 from Unity-Technologies/refactor-light-editor 7 年前
sebastienlagarde b963d0ba push initial project 7 年前
Evgenii Golubev 84d9b5a3 Fix POM using the primitive size 7 年前
Thomas c6639f12 LightEditor refactor for 2017.3 7 年前
sebastienlagarde 5a6d78c4 Update project from sratch 7 年前
sebastienlagarde b81f5db7 HDRenderPipeline: Change name of Opacity as Density as request by doc team 7 年前
sebastienlagarde b8834451 HDRenderPipeline: Rename objectScale to invObjectScale 7 年前
sebastienlagarde a872dc32 Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Unity-2017.3 7 年前
sebastienlagarde 94877537 HDRenderPipeline: Update triplanar test 7 年前
GitHub 84f5f68b Merge pull request #437 from Unity-Technologies/Branch_FixDepthBufferCopy 7 年前
sebastienlagarde 32a02c4e Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-Per-Pixel-scale 7 年前
Julien Ignace 293ed886 Forgot to remove useless Depth Buffer copy 7 年前
Evgenii Golubev 334ddc48 Fix POM with object scale 7 年前
Julien Ignace 920bc9cb Moved the Depth Buffer copy at the right place when in forward (it was done too late, resulting in various bias problem in shadows/ssao) 7 年前
sebastienlagarde 0f756112 HDRenderPipeline: Rename Use Opacity as density 7 年前
sebastienlagarde f4828c10 HDRenderPipeline: Test Per Pixel scale lock 7 年前
sebastienlagarde efdf41f8 Rename ShadowIncludes.inl to ShadowIncludes.hlsl, as .inl extension are not supported correctly yet 7 年前
GitHub 4d5e7be6 Merge pull request #433 from Unity-Technologies/Add-support-of-vertex-displacement 7 年前
sebastienlagarde 5d0125b2 HDRenderPipeline: Rename diplacement to vertex displacement and add a per pixel dispalcement scale (not done) 7 年前
sebastienlagarde 650a1b5e HDRenderPipeline: Fix issue with wrong attribute define for LitXXXPass 7 年前
sebastienlagarde 54f30000 Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-support-of-vertex-displacement 7 年前
uygar 86d02855 Disabled separate sampling algorithms per cascade again. 7 年前
uygar 9b9762a3 Optimized register usage for cascade dithering. 7 年前