4959 次代码提交 (b3551b81-d180-40c5-987d-61603abfad65)

作者 SHA1 备注 提交日期
Evgenii Golubev 1b52a0cc Make sure light sampling (and eventually MIS) can be correctly toggled at runtime. 8 年前
Evgenii Golubev 7ad2f0d1 Clamp NaNs arising during light sampling 8 年前
Evgenii Golubev a8c79dbc Move UNITY_SPECCUBE_LOD_STEPS out of D3D11.hlsl 8 年前
Evgenii Golubev 6f11466b Revert the UNITY_SPECCUBE_LOD_STEPS change 8 年前
Evgenii Golubev cd501ebc Vary the sample count depending on roughness 8 年前
Evgenii Golubev 26726ebe Improve MIS texture parameter naming 8 年前
Evgenii Golubev 0ec36b00 Remove randomization 8 年前
Evgenii Golubev 77cca537 Remove extra bias 8 年前
Evgenii Golubev f25905a5 Remove random + 0.5 8 年前
Evgenii Golubev ff3bc37e Add TODOs 8 年前
Evgenii Golubev 2da423a6 Bias importance sampling 8 年前
Evgenii Golubev efd3ad16 Replace tangent frames with 'localToWorld' 8 年前
Evgenii Golubev 1af099df Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into MIS 8 年前
Evgenii Golubev 6fed15cc Correct and rename UNITY_SPECCUBE_LOD_STEPS 8 年前
GitHub 41a8c8e2 Merge pull request #69 from Unity-Technologies/refactorentrypoint 8 年前
Tim Cooper dfee6188 Merge branch 'master' into refactorentrypoint 8 年前
Evgenii Golubev e5351e0c Factor out BinarySearchRow() 8 年前
Tim Cooper 2a19f5f7 Remove camera provider (pass from C++ again) + update loops to match new unity side code. 8 年前
Evgenii Golubev ab866dab Add the initial implementation of light importance sampling 8 年前
Tim Cooper 5b39107f Make changes based on joachims feedback. 8 年前
Evgenii Golubev d1f3563b Rename ImportanceSampleGGXViewIndDir() to ImportanceSampleGGXDirVeqN() 8 年前
Tim Cooper 287456d2 fix final issues (possible null ref + calling wrong function on cleanup) 8 年前
Evgenii Golubev e195a008 Remove semicolons after macro definitions 8 年前
Tim Cooper 0f344926 Fix feedback from PR 8 年前
Evgenii Golubev 33a76e5a Factor out PARALLEL_SCAN() 8 年前
Tim Cooper 1144884f Merge remote-tracking branch 'origin/master' into refactorentrypoint 8 年前
Evgenii Golubev 3c94f605 Store the MIS data in an equiareal map 8 年前
Julien Ignace 31df85eb LayeredLit: Vertex colors now act as a height offset when using height based blend. 8 年前
Tim Cooper 5ce376fd Moving to interfaced based SRL for better abstraction from Unity core 8 年前
Evgenii Golubev c31ad089 Build probability tables using only 2D textures (cubemaps as arrays) 8 年前
Julien Ignace 36d89c76 - Improved LayeredLit test scene. 8 年前
Tim Cooper d159698d Add code to the loops to clear the intermediate renderers generated by the loop. 8 年前
Evgenii Golubev 9ec4d867 Clean up 8 年前
GitHub 7a0c40da Refactorentrypoint (#68) 8 年前
Tim Cooper 6efb23b6 [srl]Start porting loops to use new state context. 8 年前
Evgenii Golubev 5f0870cc Update comments and store the value of the integral of the image 8 年前
runes 4e827773 Changed tabs to spaces and removed debug code in shadeopaque 8 年前
Tim Cooper 7c771e53 [srl]Fix scene view rendering of fptl and hd loop 8 年前
Evgenii Golubev 0b7d0d75 Update the comment 8 年前
runes 9d2ab9fb reintroduced compute shader version of light evaluation code 8 年前
Tim Cooper 1ddcb9ee Merge remote-tracking branch 'origin/master' into refactorentrypoint 8 年前
Evgenii Golubev 52100761 Use texture Load() instead of sampling 8 年前
GitHub 8760c4f3 Merge pull request #65 from Unity-Technologies/LayeredLit 8 年前
Evgenii Golubev c3acc973 Initial implementation of BuildProabilityTables() 8 年前
GitHub d5fa4483 Merge pull request #64 from EvgeniiG/master 8 年前
Evgenii Golubev 62d91392 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
Evgenii Golubev 0e06d868 Implement ComputeCubemapTexelSolidAngle() 8 年前
Evgenii Golubev 1e6ba10e Perform stronger artifact clamping 8 年前
Evgenii Golubev b9f2f83e Update the comment 8 年前
Evgenii Golubev 8ad80363 Rename Hammersley and Fibonacci files 8 年前