sebastienlagarde
|
b354ea14
|
HDrenderPipeline: move call of UpdateSkyEnvironment
|
8 年前 |
sebastienlagarde
|
0646b112
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Changed-transparent-opaque-Unlit-pass
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
|
8 年前 |
GitHub
|
55ce8087
|
Merge pull request #95 from EvgeniiG/master
Improve the quality of IBL
|
8 年前 |
GitHub
|
a5775271
|
Update readme
|
8 年前 |
Evgenii Golubev
|
a18376f2
|
Clarify the comment
|
8 年前 |
GitHub
|
14094952
|
Merge pull request #94 from Unity-Technologies/fix-wireframe
Fallback to forward-only rendering when scene view is in wireframe mode
|
8 年前 |
Evgenii Golubev
|
057bd2b9
|
Save 1 cycle
|
8 年前 |
Aras Pranckevicius
|
c089a76e
|
Fallback to forward-only rendering when scene view is in wireframe mode
|
8 年前 |
sebastienlagarde
|
886b32ec
|
HDRenderPipeline: update unlit shader
|
8 年前 |
Evgenii Golubev
|
74657c39
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
|
8 年前 |
GitHub
|
52f8c9ce
|
Merge pull request #93 from Unity-Technologies/Improve-tessellation
HDRenderPipeline: Add Phong tesselation
|
8 年前 |
Sebastien Lagarde
|
b60287f0
|
HDRenderPipeline: Make distance based edge factor (WIP, lot of thing to change)
|
8 年前 |
Sebastien Lagarde
|
2c3c1e87
|
HDRenderPipeline: Renaming missing file
|
8 年前 |
Sebastien Lagarde
|
83594dd2
|
HDRenderPipeline: Big renaming Tesselation => Tessellation
|
8 年前 |
Sebastien Lagarde
|
8f97c56c
|
HDRenderPipeline: Add Phong tesselation
|
8 年前 |
Robert Cupisz
|
9fc44597
|
TextureCache shouldn't derive from UnityEngine.Object
1. No need. 2. When it does, and it's created with new(), ==null checks
don't work as expected and the objects newer get cleaned up, leaking
memory.
|
8 年前 |
GitHub
|
a04d917d
|
Merge pull request #92 from Unity-Technologies/Branch_fix-ps4-hdrenderloop
Fixed a number of compilation issue with PS4.
|
8 年前 |
Julien Ignace
|
7b7eb3b4
|
Fixed a number of compilation issue with PS4.
|
8 年前 |
GitHub
|
900efeeb
|
Merge pull request #91 from Unity-Technologies/Branch_update-layered-test-scene
Updated LayeredLit test scene with latest changes.
|
8 年前 |
GitHub
|
789af10a
|
Merge pull request #89 from Unity-Technologies/Add-tesselation
Add tesselation
|
8 年前 |
sebastienlagarde
|
3566a95a
|
HDRenderPipeline: Upgrade after Julien change
|
8 年前 |
sebastienlagarde
|
ae5b9db5
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-tesselation
|
8 年前 |
sebastienlagarde
|
120fb435
|
HDRenderPipeline: First draft of tesselation, working for base layer only
need a big refactor, will change all code for performance but it is to
allow artists to work.
|
8 年前 |
Evgenii Golubev
|
f361a6b3
|
Adjust the way the importance sampling bias is calculated
|
8 年前 |
sebastienlagarde
|
a6377673
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-tesselation
|
8 年前 |
Evgenii Golubev
|
5e512acb
|
Improve the formulation of the dominant specular dir
|
8 年前 |
sebastienlagarde
|
14785f65
|
HDRenderPipeline: commit unworking code
|
8 年前 |
Evgenii Golubev
|
d04e32fb
|
Vary the importance sampling bias with roughness
|
8 年前 |
sebastienlagarde
|
4e4aa246
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-tesselation
|
8 年前 |
Julien Ignace
|
339762d5
|
Updated LayeredLit test scene with latest changes.
|
8 年前 |
GitHub
|
1bdb150d
|
Merge pull request #90 from Unity-Technologies/Branch_fix_height_amplitude
Fixed previous CL for height scale bias handling. Shader code is not the same as what is shown in the interface (was causing weird GUI behavior)
|
8 年前 |
Evgenii Golubev
|
a55223d2
|
Implement an improved version of GetSpecularDominantDir()
|
8 年前 |
sebastienlagarde
|
b60bd965
|
HDRenderPipeline: Fix various issue with tesselatoin + depth offset
|
8 年前 |
Julien Ignace
|
a083a47e
|
Fixed previous CL for height scale bias handling. Shader code is not the same as what is shown in the interface (was causing weird GUI behavior)
|
8 年前 |
Evgenii Golubev
|
be1f01e1
|
Move 'iblMipLevel' to PreLightData
|
8 年前 |
sebastienlagarde
|
1f56f50b
|
HDRenderPipeline: Working version of fixed tesselation
|
8 年前 |
GitHub
|
82cd8f40
|
Merge pull request #88 from Unity-Technologies/Branch_layered-additive-vertexcolor
Branch layered additive vertexcolor
|
8 年前 |
Evgenii Golubev
|
440e138a
|
Improve comments
|
8 年前 |
sebastienlagarde
|
8143ee71
|
HDRenderPipeline: make the shader compile
|
8 年前 |
Julien Ignace
|
bdb225d7
|
Now vertex color is remapped between -1 and 1 and added to the mask map when using both at the same time for layered lit shader (instead of being multiplied)
|
8 年前 |
GitHub
|
48ba5b97
|
Merge pull request #87 from Unity-Technologies/change-heightmap-scale
Changed the way heightmaps scale and bias are displayed in the GUI. It's now H = (h - center) * amplitude.
|
8 年前 |
Evgenii Golubev
|
d5a0ffa8
|
Fix typos
|
8 年前 |
sebastienlagarde
|
589fe428
|
HDRenderPipeline: More work on tesselation
|
8 年前 |
Julien Ignace
|
0d4ab3d2
|
Changed the way heightmaps scale and bias are displayed in the GUI. It's now H = (h - center) * amplitude.
|
8 年前 |
Evgenii Golubev
|
49f1ca22
|
Implement the correct approximated version of mipmapLevelToPerceptualRoughness()
|
8 年前 |
sebastienlagarde
|
dbf04c5b
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-tesselation
|
8 年前 |
GitHub
|
b2c7555b
|
Merge pull request #82 from EvgeniiG/master
Improve consistency
|
8 年前 |
Evgenii Golubev
|
1272e08c
|
Move orthonormalization into GetSurfaceAndBuiltinData()
|
8 年前 |
GitHub
|
5f068671
|
Merge pull request #84 from Unity-Technologies/Fix-baked-lightmap-rgbm
Moved enlighten emissive RGBM stuff into EntityLighting.hlsl
|
8 年前 |
Evgenii Golubev
|
96c60309
|
Orthonormalize TBN
|
8 年前 |