305 次代码提交 (b3bd2618-156b-472a-84e5-688ae49b53ad)

作者 SHA1 备注 提交日期
GitHub bc633985 Merge pull request #325 from Unity-Technologies/Branch_RefactoCmdBuffers 7 年前
Julien Ignace a097b170 Changed HDRP and Shadow system APIs to take command buffers instead of ScriptableRenderPipeline. 7 年前
GitHub 29318aeb Merge pull request #324 from Unity-Technologies/Branch_MarkerSky 7 年前
Julien Ignace 91a24342 Temp fix before we sanitize CommandBuffer usage (can't use nested CBs for now...) 7 年前
GitHub 46a64feb Merge pull request #323 from Unity-Technologies/Branch_MarkerSky 7 年前
Julien Ignace 838a2000 Improved markers for sky environment update pass. 7 年前
Evgenii Golubev b3bd2618 Camera-relative rendering WIP 7 年前
Julien Ignace f7cbd39d Fixed input manager being always selected at start if using the debug menu. 7 年前
GitHub f41ac4ee Merge pull request #322 from Unity-Technologies/Branch_BasicProfiling 7 年前
Julien Ignace fc04fd9c Small camera fix 7 年前
GitHub 1fb45557 Merge pull request #318 from EvgeniiG/hdrp_matrix 7 年前
Evgenii Golubev d8386bd4 Address the PR feedback 7 年前
GitHub bc56edc6 Merge pull request #321 from Unity-Technologies/Branch_SSS_DeletedProfile 7 年前
sebastienlagarde a8bef5fd HDRenderPipeline: Add FastSign() function 7 年前
GitHub 5c55ff09 Merge pull request #316 from Unity-Technologies/Update-shadow-API-to-use-Lits-VisibleLight--to-reduce-GC-pressure 7 年前
Julien Ignace 6215ab3d Change SubsurfaceScatteringProfile so that users get visual feedback (bright pink transmission) in case the profile used in a material is missing (and was not the default neutral one). 7 年前
Evgenii Golubev 93a625f2 Fix function name 7 年前
Evgenii Golubev b487accf Remove an old comment 7 年前
Evgenii Golubev c2f786f1 Merge branch 'master' of https://github.com/EvgeniiG/ScriptableRenderLoop into hdrp_matrix 7 年前
Evgenii Golubev f9e8648f Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 7 年前
uygar 4125f4e0 Disabling zclipping in shaders that have a shadowcaster pass. 7 年前
Evgenii Golubev 00c5c305 Fix the SSS medium camera position 7 年前
Evgenii Golubev 8be8c50b Fix tangent space SSS integration 7 年前
GitHub f24dc903 Merge pull request #317 from Unity-Technologies/Branch_BasicProfiling 7 年前
Evgenii Golubev df0f7a32 Add SHADERPASS_SHADOWS 7 年前
Julien Ignace 9327757f Updated BasicProfiling scene with SSS tests. 7 年前
Evgenii Golubev 08f93209 Use the legacy Unity matrices for shadow map rendering 7 年前
sebastienlagarde 3c87f2f4 Update shadow API - Use List<VisibleLight> instead of VisibleLightArray[] 7 年前
GitHub 4ecb9cb0 Add debug LoD viz for the Jimenez SSS 7 年前
Evgenii Golubev 78d34610 Split 'ShaderVariables.hlsl' into 3 files 7 年前
sebastienlagarde 4454d78a HDRenderPipeline: Optimize SSS screen pass 7 年前
Evgenii Golubev 07a3bffb Remove the orphaned *.meta file 7 年前
GitHub 77c2d2ef Merge pull request #315 from Unity-Technologies/Branch_BasicProfiling 7 年前
Evgenii Golubev 5570c647 Merge branch 'master' 7 年前
GitHub 2b47951c Merge pull request #314 from Unity-Technologies/Move-matId-Specular-in-Standard 7 年前
Sebastien Lagarde cd023e6c HDRenderPipeline: Fix issue with specular color and packing precision 7 年前
Sebastien Lagarde 1ed5cfbe HDRenderPipeline: Update all material in test scene 7 年前
Sebastien Lagarde 00211652 HDRenderPipeline: Update also litTessellation.shader 7 年前
Sebastien Lagarde e9e6cf59 HDRenderPipeline: Specular color mat id is no more store as material id 7 年前
Julien Ignace 1e070858 Update BasicProfiling scene 7 年前
sebastienlagarde a7ee1111 HDRenderPipeline: Split AdditionalLightdata into HDAdditionalLight and AdditionalShadowData 7 年前
GitHub 4ffb93c9 Merge pull request #312 from Unity-Technologies/Add-AdditionalCameraData 7 年前
sebastienlagarde 8ad719be HDRenderPipeline: Add AdditionalCameraData to have choice of rendering path 7 年前
sebastienlagarde a311adc9 HDRenderPipeline: Remove LegacyLayered and Performancecheck of shaders code 7 年前
GitHub 31a82643 Merge pull request #311 from Unity-Technologies/Branch_FixPS4_CB_Layout 7 年前
Tim Cooper 88c53704 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into reduce-gc 7 年前
Felipe Lira 0a1fead0 Fixed rendering when no lights we present in the scene. Updated test scenes and images. 7 年前
Felipe Lira 94744828 Removed shadow sampling from loop, shadow bias taken from light, improved shadow algorithm 7 年前
Felipe Lira 578640d3 Optimized shader path for single directional light. 7 年前
Tim Cooper b1156959 [gc]Convert to pooling 8 年前