Frédéric Vauchelles
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ff4ac7db
|
Fixed test 9002
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7 年前 |
Thomas
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71e3e26a
|
Fixed Y-flip in HD when a camera is rendering to a RT
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7 年前 |
Thomas
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98acf904
|
Fixed Y-flip in LW when a camera is rendering to a RT
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7 年前 |
sebastienlagarde
|
6616bdb2
|
API validation improvement
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7 年前 |
Felipe Lira
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53d049a2
|
Checked compiled shaders and updated code for simplicity and consistency.
|
7 年前 |
Frédéric Vauchelles
|
62c37c0f
|
Update refraction test scene
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7 年前 |
GitHub
|
0b924990
|
Fix the ordering of SetRenderTarget() calls
Avoid binding the same texture as an RT and a UAV.
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7 年前 |
Felipe Lira
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84d6783d
|
Setting up light indices much earliear in the pipeline for better thread scheduling.
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7 年前 |
Frédéric Vauchelles
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0406b0ae
|
Renamed ScreenSpaceRefraction volume
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7 年前 |
GitHub
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4814ba4a
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Merge pull request #1157 from Unity-Technologies/fix-depthcopy
Disable color writes in copydepth shader, fixes Vulkan Sceneview in HDRP
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7 年前 |
Felipe Lira
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66e79a31
|
Disabling local shadows on GLES2 (until we get keyword stripping)
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7 年前 |
Frédéric Vauchelles
|
4838fe60
|
Fix path search in test tool framework
|
7 年前 |
GitHub
|
614d618c
|
Merge pull request #1156 from Unity-Technologies/fix/smallfixes
Fix/smallfixes
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7 年前 |
Felipe Lira
|
e279a4bb
|
fixed shadows on gles2
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7 年前 |
Frédéric Vauchelles
|
4d04bd95
|
Added debug data binding inside RenderForward
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7 年前 |
Frédéric Vauchelles
|
db6e0385
|
Renamed TexturePadding _Source to _InOutTexture
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7 年前 |
Felipe Lira
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f4678b55
|
Fixed compilation in SimpleLighting on gles2
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7 年前 |
Frédéric Vauchelles
|
66076676
|
Added debug for HiZ SSRT
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7 年前 |
Frédéric Vauchelles
|
8d5e998d
|
Added pragma on GPUCopy compute shader
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7 年前 |
Felipe Lira
|
5d568760
|
Disabling local shadows on mobile until we can get keyword stripping
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7 年前 |
Frédéric Vauchelles
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a39254c9
|
Merge branch 'master' into feature/RefractionModes
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7 年前 |
GitHub
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791ce3b4
|
Merge pull request #1155 from Unity-Technologies/Platform-support-check
Check Platform support for HDRenderPipeline
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7 年前 |
Felipe Lira
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b44aeec0
|
fixed shadow kewords setup
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7 年前 |
Sebastien Lagarde
|
46d72597
|
Add platform support check
|
7 年前 |
Felipe Lira
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c62af604
|
Fixed vertex light computation and amount o max local pixels per pass.
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7 年前 |
Paul Melamed
|
ae602283
|
Somre cleanup and refactoring of adding textures to decal atlas
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7 年前 |
GitHub
|
8358f08b
|
Merge pull request #1151 from Unity-Technologies/Branch_LayeredSmallFix
- Fixed Layered material UI where Density As Opacity checkbox would n…
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7 年前 |
Felipe Lira
|
7ce624ff
|
fixed light indexing
|
7 年前 |
Paul Melamed
|
3e88b2e8
|
intermediate commit, atlas packing optimizations
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7 年前 |
Frédéric Vauchelles
|
c96eb98a
|
(wip) Fixed refraction with sky proxy
|
7 年前 |
Mikko Strandborg
|
eba212aa
|
Disable color writes in copydepth shader, fixes Vulkan Sceneview in HDRP
|
7 年前 |
GitHub
|
530f4bbf
|
Make default diffusion profile F0 match standard material
Set F0 to DEFAULT_SPECULAR_VALUE = 0.04
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7 年前 |
Felipe Lira
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4fe2fdda
|
Controls the amount of local lights shaded in a pass based on the support for StructuredBuffer
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7 年前 |
Paul Melamed
|
16665d1f
|
Use HDRenderPipelineAsset for decal atlas dimensions, print an error when decal atlas allocation fails.
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7 年前 |
Frédéric Vauchelles
|
5ef1d97f
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(wip) Added debug for proxy and hiz refraction modes
|
7 年前 |
GitHub
|
7f1e837b
|
Merge pull request #1148 from Unity-Technologies/RemyUnity-patch-1
Allow edition of HDRP asset without a HDRP set in the graphic settings.
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7 年前 |
Felipe Lira
|
7f179dc1
|
Minor improvements to light index buffer.
|
7 年前 |
Paul Melamed
|
7eb40bcb
|
fix texture allocation success status tracking
|
7 年前 |
Frédéric Vauchelles
|
4ddbdad5
|
Compilation fixes
|
7 年前 |
GitHub
|
f52544f9
|
Allow edition of HDRP asset without a HDRP set in the graphic settings.
|
7 年前 |
Felipe Lira
|
e1a64f54
|
Added support to multiple shadow casting lights.
|
7 年前 |
Paul Melamed
|
ff3c43c1
|
add clamping by half a texel when sampling from decal atlas
only rebuild decal atlas if out of space
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7 年前 |
Frédéric Vauchelles
|
412bd010
|
Merge master
|
7 年前 |
GitHub
|
b782fae4
|
Merge pull request #1142 from Unity-Technologies/feature/RefactorCoreRPFiles
Refactor CoreRP root files
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7 年前 |
Felipe Lira
|
3550c0cf
|
fixed wrong light shadow indexing in PBS shader
|
7 年前 |
Paul Melamed
|
15fc712f
|
optimize texture lod calculation for decals
|
7 年前 |
GitHub
|
d2d3a4e1
|
Merge pull request #1147 from Unity-Technologies/fix/PS4Build
Use operator[] instead of LOAD on RWTexture2D
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7 年前 |
Felipe Lira
|
86fd75ea
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Changed local shadow strength to use a float array instead of vec4 so we can do fast indexing on most platforms.
|
7 年前 |
Paul Melamed
|
c2c2c9b4
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calculate decal texture lod outside of the loop
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7 年前 |
Frédéric Vauchelles
|
af3007d3
|
Use operator[] instead of LOAD on RWTexture2D
|
7 年前 |