153 次代码提交 (b6807743-77f8-4003-990d-f337fb7619a6)

作者 SHA1 备注 提交日期
sebastienlagarde f15e0c7c HDREnderLoop: First draft of new layeredLit shader 8 年前
Sebastien Lagarde 87a19817 HDRenderLoop: Large refactor to add Triplanar and detail map on LayeredLit 8 年前
Sebastien Lagarde cb8aa00b HDRenderLoop: Finish cleaning LayeredLit (some bug left) 8 年前
sebastienlagarde ace22e14 HDRenderLoop: Submit optimization from Rune on area lights 8 年前
Julien Ignace 7e712073 Fixed LayeredLit detail maps and improved the LayeredLitTest scene. 8 年前
Sebastien Lagarde ceca355d HDRenderLoop: Do misc refactor for the sky + few optim + write lot of todo 8 年前
Julien Ignace 668f9372 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
Julien Ignace d4e1f7c7 Fixed multipliers on LayeredLit for Smoothness, Metallic and Anisotropy (were always 0 before). 8 年前
Julien Ignace c95f1451 - Fixed Smoothness maps on Lit/LayeredLit shaders 8 年前
Julien Ignace c26c16b2 Fixed planar/triplanar so that tangent space normal aren't flipped when facing away from the world axes. 8 年前
Julien Ignace 9ce05c62 Fixed whitespace. 8 年前
Sebastien Lagarde 521b51c7 HDRenderLoop: Big refactor to preprate for depthOffsetVs 8 年前
sebastienlagarde ad90df53 HDRenderLoop: Add mainTex scale bias on lit.shader and layeredLit.shader 8 年前
sebastienlagarde 506d2826 HDRenderLoop: Add UV2 control 8 年前
Sebastien Lagarde 42aa5061 HDRenderLoop: Reduce the number of combinaison of layeredLit as it is not practical 8 年前
Sebastien Lagarde d79f7fb8 HDRenderLoop: Some formatting 8 年前
Julien Ignace 95bd4bde First version of layered shader height blending. 8 年前
Julien Ignace 9613bb46 - Added the possibility for material layers to inherit from the base layer normal map. 8 年前
sebastienlagarde 0d8aeb13 HDRenderPipeline: Add support for normal and detail normal scale 8 年前
Julien Ignace c5bf4cfb Merge branch 'master' into LayeredLit 8 年前
GitHub e4cfb75c correct reflect in case of two sided 8 年前
Evgenii Golubev d5a0ffa8 Fix typos 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
sebastienlagarde b60bd965 HDRenderPipeline: Fix various issue with tesselatoin + depth offset 8 年前
sebastienlagarde ae5b9db5 Merge remote-tracking branch 'refs/remotes/origin/master' into Add-tesselation 8 年前
Evgenii Golubev 74657c39 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
Sebastien Lagarde 1c86fa3a HDRenderPipeline: Lot of change, still motion vector pass to fix 8 年前
sebastienlagarde d055406d HDRenderPipeline: Draft to work at home 8 年前
sebastienlagarde 937ba3f0 HDRenderPipeline: Missing file for POM 8 年前
sebastienlagarde b82ad07d HDRenderPipeline: Push compiling code 8 年前
sebastienlagarde 69e1e4fa HDRenderPipeline: Version that work but have a tiling bug. Push for julien 8 年前
Julien Ignace 4ce76493 Added V2 of height base blend + inherit from base layer albedo option. 8 年前
sebastienlagarde 613a80ee HDRenderPipeline; Add Pom test level 8 年前
sebastienlagarde d3d2750f HDRenderPipeline: Small fix that cause POM to be tiled 8 年前
GitHub 272bdc72 Merge pull request #110 from Unity-Technologies/LayeredLit 8 年前
Sebastien Lagarde 6c05ce51 HDRenderPipeline: Fix compil issue + discrepencey forward deferred 8 年前
Sebastien Lagarde 52f90645 HDRenderPipeline: Parrallax occlusion mapping add lod fading 8 年前
sebastienlagarde 66834685 HDRenderPipeline: Add Layered Displacement + fix issue with sky + some clean 8 年前
sebastienlagarde be649c1e HDRenderPipeline swap g and b for details mask / ansiotropy 8 年前
sebastienlagarde ada64deb HDRenderPipeline: Add tiling paramater for layered 8 年前
sebastienlagarde ffb6c390 HDRenderPipeline: Update layered material based on artists feedback 8 年前
Sebastien Lagarde 40d99a5f HDRenderPipeline: Fix few issue with layered shaders 8 年前
sebastienlagarde 4b4a4435 HDRenderPipeline: Add horizon based specular occlusion 8 年前
Evgenii Golubev f2bef29c Add blending support for the tessellation shader 8 年前
Evgenii Golubev 0ca79425 Merge branch 'SSSSS' 8 年前
sebastienlagarde 091558f9 HDRenderPipeline: Create branch 8 年前
Evgenii Golubev 5708bc95 Rename 'MaterialClass' to 'MaterialID' in the code (not the UI) to avoid confusion 8 年前
Evgenii Golubev 8e286ad5 Enable subsurface radius and thickness parameters 8 年前
sebastienlagarde 9cecdb2e Merge remote-tracking branch 'refs/remotes/origin/master' into Update-POM-+-Heightmap-behavior 8 年前
sebastienlagarde f3984098 Merge remote-tracking branch 'refs/remotes/origin/master' into Update-POM-+-Heightmap-behavior 8 年前
sebastienlagarde b7ce99a8 HDRenderPipeline: Push draft not compling 8 年前
Sebastien Lagarde 0e8d4904 HDRenderPipeline: Push another no working draft 8 年前
sebastienlagarde 79986910 HDRednerPipeline: separate uvmapping for blend mask 8 年前
Evgenii Golubev 1adffb38 Fix a typo 8 年前
Sebastien Lagarde ab900a3a HDRenderPipeline: Allow different keyword by layers 8 年前
Sebastien Lagarde cc2fcd8e HDRenderPipeline: Move calculation of CreateTangentToWorld to pixel shader 8 年前
sebastienlagarde 261596b6 HDRenderPipeline: Update layered material to share sampler correctly 8 年前
sebastienlagarde e13205b5 HDRenderPipeline: Change two sided options 8 年前
Evgenii Golubev ff92221a Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
sebastienlagarde 8a5cbf10 HDRenderPipeline: Cleanup of inspectorUI code for LayredLit and Lit material 8 年前
Sebastien Lagarde a81d1680 HDRenderPipeline: Fix issue with double sided lighting 8 年前
Evgenii Golubev 967eec25 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
Evgenii Golubev c444fb8a Add an option to globally disable SSS 8 年前
Sebastien Lagarde 4d17bef2 HDRenderPipeline: Draft about surface gradient code 8 年前
Sebastien Lagarde 14dc6caa HDRenderPipeline: Replace tangentToWorld by the correct term worldToTangent 8 年前
Sebastien Lagarde f1b63cc8 HDRenderPipeline: Some rename and cleanup + add few surface gradient define case 8 年前
Sebastien Lagarde 01072951 HDRenderPipeline: Another pass on adding surface gradient code 8 年前
Sebastien Lagarde 0365d4e5 HDRenderPipeline: Change LayerUV to UVMapping + add keyword MAPPING_PLANAR 8 年前
Sebastien Lagarde 3aa763f2 HDRenderPipeline: Make last surface gradient change - code ready to test 8 年前
sebastienlagarde 794210ad HDRenderPipeline: Fix compil issue with normal map in object space in litMaterial 8 年前
Sebastien Lagarde 3f8a200e HDRenderPipeline: Fix planar and triplanar + triplanar POM 8 年前
sebastienlagarde 53c4ba59 HDRenderPipeline: Apply tiling on both base and details map (was only on base) 8 年前
Tim Cooper c30d33b8 [Format]Reformat via format.pl to match the new conventions 8 年前
Evgenii Golubev 85a5ac90 Enable SSS in the player 8 年前
Evgenii Golubev ddd2e38b Make the thickness scale affect the thickness map 8 年前
sebastienlagarde b8ffdc68 HDRenderPipeline: Add support for BC5 normal map 8 年前
sebastienlagarde 7cfffb72 HDRenderPipeline: Clear coat model, expose specualr color model 8 年前
Evgenii Golubev 2da00de6 Set the ID of the SSS material to 0 and of the standard material to 1 8 年前
sebastienlagarde 5ea9464b HDRenderPipeline: split normalOS property 8 年前
sebastienlagarde a711b9ee HDRenderPipeline: Also split tangent 8 年前
sebastienlagarde 30553d56 HDRenderPipeline: Add test scene 8 年前
sebastienlagarde 43195992 HDRednerPipeline: compute normalOS in WS with surface gradient 8 年前
Sebastien Lagarde d06af446 HDrenderPipeline: Update stencil bits 8 年前
Evgenii Golubev 9fb22a5b Reverse thickness for artists 8 年前
GitHub 6c04469e Merge pull request #287 from EvgeniiG/master 8 年前
sebastienlagarde 84f872d3 HDRednerPipeline: Add some comment for surface gradient and normalize tangentWS now 8 年前
Sebastien Lagarde c8fe2075 HDRenderPipeline: Revert back to no inverted thickness 8 年前
sebastienlagarde fbf0ebbe - Added port of layered shader to legacy (quick and dirty, not supposed to be used/maintained) 8 年前
Sebastien Lagarde e9e6cf59 HDRenderPipeline: Specular color mat id is no more store as material id 7 年前
Evgenii Golubev b3bd2618 Camera-relative rendering WIP 7 年前
sebastienlagarde 70fcec1d Refactor hwo specular material is considered: not anymore a materialId 7 年前
GitHub 50bd16e8 Fix HDRP Lit ignoring detail mask for detail normals. 7 年前
sebastienlagarde e2c021c4 Add clear coat material in Lit + few cleanup 7 年前
sebastienlagarde 90dcb63d HDRenderPipeline: Update test scene with clear coat test 7 年前
Julien Ignace 2e93ea50 Removed the now useless "normal map sampling with bias" code. 7 年前
Julien Ignace 2d461ae1 Removed DetailMask and Emissive Mode. 7 年前
Julien Ignace d2e6ad3c Smoothness now has a min/max slider for remapping when a texture is provided (otherwise, the regular slider is still available). 7 年前
Julien Ignace d2441929 Unlocked UV sets for Layer0 and BlendMask for layered shader. 7 年前
Sebastien Lagarde beedb90d Add support for bent normal on lit and layered shader 7 年前
Sebastien Lagarde 22b1a958 Merge remote-tracking branch 'refs/remotes/origin/master' into bent-normal-and-specular-occlusion 7 年前
Julien Ignace 60566108 Properly implemented Depth pre-pass in HDRP for Alpha tested geometry (do pre-pass with clip in the shader and then main pass without to avoid bypassing HiZ on GCN hardware) 7 年前
sebastienlagarde 400829f5 HDRenderPipeline: Details map tiling depends on base tiling 7 年前
Julien Ignace 61fc8ab8 Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_DepthPrepass 7 年前
sebastienlagarde 5a6d78c4 Update project from sratch 7 年前
sebastienlagarde 75c24de2 HDRenderPipeline: Update details map blending formula for smoothness and albedo based on artist feedback 7 年前
Frédéric Vauchelles 90b2eb1e Added refraction, roughness refraction and transparency absorption 7 年前
Sebastien Lagarde 30675a6f HDRenderPipeline: LayeredLit - Remove layerTilingBlendMask parameter and replace it by propoer scale/bias attribute 7 年前
sebastienlagarde 11f38ef4 Use overlay formula for albedo and smoothness detail map 7 年前
Sebastien Lagarde 02cabcb8 First draft of POM with layering - work on simple case - no influence mode 7 年前
Sebastien Lagarde 3fec7c83 Update of the UI 7 年前
Sebastien Lagarde 86a73f40 Make POM match tessellation with details map (if same UVSet) 7 年前
sebastienlagarde 7357d706 - Roolback to applyPerPixelDisplacement in litData + Add keyword _INFLUENCEMASK_MAP 7 年前
sebastienlagarde 2fe0e0bf Add toggle to lock UV tiling/offset of details to base 7 年前
sebastienlagarde 46cd94e9 HDRenderPipeline: Fix issue with detail albedo using float instead of float3 7 年前
sebastienlagarde 7ca6c7d6 HDRenderPipeline: Fix RessourceAssetTest and update detail texture formula 7 年前
Frédéric Vauchelles 051c4673 Added refraction mask 7 年前
Frédéric Vauchelles 8814a24e Updated shaders with transparency properties 7 年前
Frédéric Vauchelles 4ecf28cc Refractored refraction keyword 7 年前
sebastienlagarde 36c0ec18 Add _BLENDMODE_ACCURATE_LIGHTING keyword - change _ENABLE_FOG to _ENABLE_TRANSPARENT_FOG 7 年前
Sebastien Lagarde e435361c HDRenderPipeline: Add support of SSS to LayeredLit 7 年前
sebastienlagarde 1f11c962 HDRenderPipeline: Fix detail smoothness 7 年前
Frédéric Vauchelles 977bf6d0 Refactored refraction mask as opacity mask 7 年前
Frédéric Vauchelles b1d90f15 Renamed opacity mask to transmittance mask 7 年前
GitHub 9c803cd7 Update LitDataInternal.hlsl 7 年前
Paul Melamed c4761310 color map and normal maps working for decals 7 年前
Paul Melamed 46c0667a Blend decal normals in tangent space 7 年前
Evgenii Golubev 9e8db4ba Add a thickness remap for the thickness map (on the material itself) 7 年前
sebastienlagarde 3162b59f HDRenderPipeline: Add transmission color 7 年前
Sebastien Lagarde 36f3cfd4 merge unity 2017.3 7 年前
sebastienlagarde 398f64a3 HDRenderPipeline: fix issue with _AlphaCutoffPostpass 7 年前
Sebastien Lagarde d657b39c Add support of transparent depth prepass 7 年前
Sebastien Lagarde c514f914 first compile version 7 年前
Sebastien Lagarde c3a7633d Rename SubsurfaceProfile to DiffusionProfile and SubsurfaceRadius to SubsurfaceMask 7 年前
Sebastien Lagarde 965b935f Update UI accordindly, don't touch materialId yet 7 年前
Sebastien Lagarde 7162db83 Fix various compilation issue 7 年前
sebastienlagarde 97898a85 Move everything to bitfield 7 年前
Sebastien Lagarde 65173ac3 draft 7 年前
sebastienlagarde e9ba97a3 Add energy conservation specular color 7 年前
Sebastien Lagarde 541ff0be Split transmission and SSS 7 年前
Sebastien Lagarde 3fcd02ac Update material feature debuggin 7 年前
sebastienlagarde 22b5d138 Add support of clearcoat mask map and change coat mask as material feature 7 年前
sebastienlagarde abfe6dcf Fix shader compilation 7 年前
sebastienlagarde a762caad Remove transmission mode, now there is only two (and no none mode) 7 年前
Sebastien Lagarde 106566dc Update the UI for iridescence 7 年前
Sebastien Lagarde bd45bb5a Fix missing code for texture 7 年前
Sebastien Lagarde 2ad2a458 Update IOR to be a mask map 7 年前
Sebastien Lagarde 45283ab4 Adress iridescence PR feedback 7 年前
Sebastien Lagarde 7fa77a07 Fix up layered lit materials with a subsurface mask map 7 年前
Yao Xiaoling 3c65014c Pass terrain layer smoothness and metallic to terrainlit shader and stop using _BaseColor properties. 7 年前
sebastienlagarde c1827b93 Rename positionWS to positionRWS + update shader graph template 6 年前
sebastienlagarde 810fce03 Update detail map formula for albedo and smoothness 6 年前
sebastienlagarde 2e0dd1a8 Remove shader warning 6 年前
Sebastien Lagarde 9c4acb91 Import various stacklit branch change 6 年前