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

作者 SHA1 备注 提交日期
sebastienlagarde 91937fed HDRenderLoop: Merge FPTL - start light application 8 年前
Sebastien Lagarde a91df7f9 HDRenderLoop: Merge FTPL - application of opaque tiled lists (untested) 8 年前
Sebastien Lagarde 557e77d1 HDRenderLoop: First almost working version of tile from FPTL 8 年前
sebastienlagarde 898ec83d HDRenderLoop: Misc fix for making cluster FPTL work, still not working 8 年前
Sebastien Lagarde 62c01cdd HDRenderLoop: First no working version of cluster FPTL 8 年前
Sebastien Lagarde 39e6194b HDRenderLoop: few fix on cluster FPTL, still not work yet 8 年前
Sebastien Lagarde 546401a2 HDRenderLoop: Version that compile and display something 8 年前
Julien Ignace 75e969dc Hacked in a better PCF for directional light. 8 年前
Evgenii Golubev e195a008 Remove semicolons after macro definitions 8 年前
Evgenii Golubev a8c79dbc Move UNITY_SPECCUBE_LOD_STEPS out of D3D11.hlsl 8 年前
sebastienlagarde 291b4c6d HDRenderPipeline: Fix-point-light-shadow 8 年前
sebastienlagarde 12a52bf3 HDRenderPipeline: Add support for LatLong reflection 8 年前
Evgenii Golubev f38f5e1a Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
sebastienlagarde cf6dab8e HDRenderPipeline: Disable (not implemented) IES lights to save one slot on PS4 (until PS4 is fix) 8 年前
uygar 2a8f7eaa Added missing files from initial commit. 8 年前
Julien Ignace aab6d427 - Fixed last directional cascade to not be fully shadowed. 8 年前
mmikk e8505d17 switch to structured across the board 8 年前
Evgenii Golubev 02b8a18b Implement SSS transmittance for punctual and directional lights 8 年前
uygar c8a27740 Merge branch 'master' into shadows 8 年前
Evgenii Golubev 73119b5e Apply thickness bias in world space 8 年前
uygar 77102a68 Merge branch 'master' into shadows 8 年前
mmikk f8fb534f allow clustered tiled to use 16, 32 or 64 as its tile size 8 年前
sebastienlagarde 20a72b30 HDRenderPipeline: Change from 16x16 to 32x32 tile size for clustered 8 年前
Antti Tapaninen c3b566bd work in progress, avoid using cubemap textures on mobile targets 8 年前
Evgenii Golubev 5a2aa8b3 Fix flickering issues on PS4 for the single pass loop (+ initial fixes for FPTL) 8 年前
Evgenii Golubev c2338e0f Fix 16-byte alignment issues 8 年前
Julien Ignace 0c28f619 - PushGlobalXXX methods in TilePass.cs now use command buffer (all but Int version which does not exist yet) 8 年前
sebastienlagarde f4696e8d HDRenderPipeline: Update abstraction of cubemap array for mobile 8 年前
GitHub ea39b5ac Merge pull request #195 from Unity-Technologies/Branch_ComputeBufferSmallRefacto 8 年前
Tim Cooper c30d33b8 [Format]Reformat via format.pl to match the new conventions 8 年前
Evgenii Golubev f5b4c7e9 Implement orthographic projector lights (single pass loop only) 8 年前
Evgenii Golubev 6c81aaea Implement tile & cluster support for orthographic projector lights 8 年前
uygar c0b6dcd6 Removed the old shadow system. 8 年前
Sebastien Lagarde 3185a7c5 HDRenderPipeline: Replace TILE_SIZE MACRO by GetTileSize() 8 年前
Sebastien Lagarde 58f36f39 Merge remote-tracking branch 'refs/remotes/origin/master' into shadows 8 年前
sebastienlagarde dc6d3e84 HDRenderPipeline: Re-enable shadow atlas visualization + some clean 8 年前
Sebastien Lagarde 36142eb8 HDRenderPipeline: Update SSAO effect 8 年前
sebastienlagarde 6efb11c7 HDRenderPipeline: Finish to fix issue with AO 8 年前
Julien Ignace 602c3afe Fixed various over uniforms in Constant Buffers 8 年前
Evgenii Golubev 4a9e84ed Merge projector lights into punctual lights 8 年前
sebastienlagarde 5ba18d3a Add variant for material classification + clean split lighting evaluation 8 年前
sebastienlagarde 6a6e049c HDRenderPipeline: Rename ShadeOpaque => deferred.compute + AO can affect direct lighting 8 年前
sebastienlagarde ac1815de Precompute ShaderIds to avoid allocation 8 年前
sebastienlagarde c635afcd Add multi bounce approximation on SSAO (Colored AO) 7 年前
Julien Ignace 5c499a91 Fixed Deferred shadows for forward opaque by using GetTemporaryRT (to pass automatically the texture to pixel shaders) 7 年前
Frédéric Vauchelles 90b2eb1e Added refraction, roughness refraction and transparency absorption 7 年前
Julien Ignace 6f585179 Implemented base of "Atmospheric Scattering" framework. 7 年前
Julien Ignace 30bdceed - Properly integrated fog for transparent Lit/Unlit materials. 7 年前
Sebastien Lagarde 281e0be9 Optimize Sky case and setup new rules for projection and influence shape of reflection probe 7 年前
Sebastien Lagarde a0915eb9 Move ambient occlusion code from LightingLoopContext to lit.hlsl 7 年前
Julien Ignace 1e8876bf Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_FogAndProceduralSky 7 年前
Sebastien Lagarde 935bfd9b HDRenderPipeline: Refactor LightLoop glue code 7 年前
Sebastien Lagarde 61e9390a HDRenderPipeline: Fix the pipeline to be fptl for opaque and cluster for transparent 7 年前
Julien Ignace 5a107310 Renamed TilePass to LightLoop 7 年前
Evgenii Golubev 2bb69649 Remove cookie alpha channel support 7 年前
Evgenii Golubev 66b71b35 Remove TilePass.hlsl 7 年前
Evgenii Golubev 4cd2d228 Replace all sampler macros with SAMPLER 7 年前
Evgenii Golubev 5e6cfadc Remove redundant samplers in LightLoopDef.hlsl 7 年前
Evgenii Golubev caa05a24 Add a TODO 7 年前
Evgenii Golubev c16681df Merge branch 'master' 7 年前
Sebastien Lagarde 09fc2fbf HDRenderPipeline: update comment + remove unsued _DirShadowSplitSpheres 7 年前
Evgenii Golubev c86b3214 Merge branch 'master' 7 年前
Frédéric Vauchelles 3e63b300 [PlanarReflection] (wip) refactoring projection volume in light loop 7 年前
Frédéric Vauchelles a0451785 [PlanarReflection] (wip) refactoring env lights 7 年前
Frédéric Vauchelles 790cee43 Merge branch 'master' into feature/PlanarReflection 7 年前
Frédéric Vauchelles e34bb3af [PlanarReflection] fix cache type check 7 年前
Frédéric Vauchelles 726cdc40 [PlanarReflection] projection fixes 7 年前
Evgenii Golubev 61786b80 Optimize material classification for uniform feature evaluation 7 年前
Frédéric Vauchelles 6611be52 [PlanarReflection] Update planar sampling 7 年前
Frédéric Vauchelles 86df6636 Merge master 7 年前
Frédéric Vauchelles 0f4291cb [PlanarReflection] (wip) simple reflection 7 年前
Frédéric Vauchelles b0889a10 [PlanarReflectionProbe] Fixed capture position 7 年前
Evgenii Golubev b8ee7c27 Handle the repeat mode using the sampler for proper filtering 7 年前
Frédéric Vauchelles 6f37bc42 [PlanarReflection] Discard pixels out of oblique frustrum wen samplign environment 7 年前
Frédéric Vauchelles 5f6876d6 Merge branch 'master' into feature/PlanarReflection 7 年前
Frédéric Vauchelles 9a41a6d7 [PlanarReflections] Small fixes 7 年前
Frédéric Vauchelles c423498c [PlanarReflection] use alpha in sample env for weight 7 年前
Frédéric Vauchelles 4790fa79 [PlanarReflection] Use Object space vp matrices to sample in planar reflection texture 7 年前
Frédéric Vauchelles df67690c [PlanarRelfection] Fixed projection for plaanr reflection, added debug mode for proxy volumes 7 年前
Frédéric Vauchelles 3811cdc8 [PlanarReflection] Fixed sampling on invalid direction 7 年前
Frédéric Vauchelles 504ba0e9 [PlanarProbes] Packed env light data and env proxy data 7 年前
Frédéric Vauchelles 4ad995e4 [PlanarProbe] (wip) packing envlightdata structure 7 年前
Frédéric Vauchelles 3e32850a [PlanarReflection] Restored 2D Texture sampling for planar reflection 7 年前
Frédéric Vauchelles b4cc081b [PlanarReflection] Add debug mode on both planar and reflection probe 7 年前
Frédéric Vauchelles 42e300fe [PlanarProbe] Provide full size array of available VP matrices to shaders 7 年前
sebastienlagarde 78ef1fc7 Fix SampleEnv warning in deferred.compute 7 年前
Evgenii Golubev a5a04d6b Fix the clip-space bug (+ add explanation) 7 年前
Frédéric Vauchelles 19c80216 Added a library function to get NDC with the Z component 7 年前
Robert Srinivasiah 31ec4175 Supposted stereo-ized clustered light list lookups 7 年前
Robert Srinivasiah ed1a2f00 Use common LogBaseBuffer index generator 7 年前
Robert Srinivasiah c310dc18 Create common function for indexing into layered offset buffer 7 年前
Robert Srinivasiah 2b42cb90 Cleanup structured comments 7 年前
sebastienlagarde 88378544 Bring back dynamic branch for cluster/tile in forward to reduce the number of shader variant 7 年前
sebastienlagarde a3ac5cb1 Don't affect transparent pass - we know they are cluster 7 年前
Evgenii Golubev 598b6ad6 Implement the clustered density volume pass 7 年前
Evgenii Golubev 4f47b43c Add a helper function FetchIndexWithBoundsCheck() 7 年前
Frédéric Vauchelles b46b3284 (wip) Added planar convolution 7 年前
Sebastien Lagarde 016a2305 HDRenderPipeline: Fix shader and C# warning + re-arrange lightloop for env 7 年前
sebastienlagarde 9298afe1 Remove osbole debug mode: EnvironmentProxyVolume and EnvironmentSampleCoordinates 7 年前
Frédéric Vauchelles 091d5924 Use specific roughness remapping for texture2D convolution 7 年前
sebastienlagarde 3094fbeb Fix issue with smoothness and sky lighting 7 年前
Antoine Lelievre 7edc74d1 Refacto for better code integration 7 年前
Antoine Lelievre a69f06e6 Removed useless kernel 7 年前
Antoine Lelievre 78777de4 Added somne descriptive comments 7 年前
Antoine Lelievre c8a540d3 Fixed contact shadows on transparent objects 7 年前
sebastienlagarde aa607e4a HDRP: Move contactShadow from shadow context to light context (fix warning) 7 年前
sebastienlagarde 8140058d Merge branch 'master' into ContactShadowWithLightTransmission 7 年前
sebastienlagarde aa5363e0 Refactor tranmission and lightEvaluation code to have more cleaner code 7 年前
sebastienlagarde 1555fbce HDRP: More renaming for camera relative rendering (rename lightDefinition) 7 年前
Julien Ignace be5922ef Refactor of constant buffers in HDRP 7 年前
Frédéric Vauchelles 3b4360d3 Fix case 1046713 - Planar reflection are black when viewing in the direction of the normal of the mirror for infinite projections. 6 年前
sebastienlagarde 52c3a6f0 Small init fix 6 年前