Frédéric Vauchelles
b4cc081b
[PlanarReflection] Add debug mode on both planar and reflection probe
7 年前
GitHub
a48c344e
Merge pull request #867 from Unity-Technologies/fix/ReflectionRenaming
Renamed reflection editor files
7 年前
Frédéric Vauchelles
c0511244
Renamed reflection editor files
7 年前
sebastienlagarde
2bae089c
Merge remote-tracking branch 'refs/remotes/origin/master' into shadows-biasing
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/DeferredDirectionalShadow.compute
7 年前
GitHub
c2005034
Merge pull request #866 from Unity-Technologies/Move-few-files
Move few files for better organization
7 年前
sebastienlagarde
2610ae67
Move few files for better organization
7 年前
GitHub
84e022c3
Merge pull request #834 from Unity-Technologies/feature/PlanarReflection
Planar Reflection - #1 Use case Mirror
7 年前
Frédéric Vauchelles
0cf502ba
Merge branch 'master' into feature/PlanarReflection
7 年前
Frédéric Vauchelles
e330e3fa
[PlanarReflection] Reverted change (Lit.cs.hlsl)
7 年前
Frédéric Vauchelles
32945c22
[PlanarReflection] Zero Initialize for EnvLightData
7 年前
Frédéric Vauchelles
d9fd9f38
[PlanarReflection] Refactored custom getters and setters
7 年前
Frédéric Vauchelles
5b6484e5
[PlanarReflection] Updated HDRenderPipelineAsset
7 年前
Frédéric Vauchelles
122c5ff4
[PlanarReflection] small fixes
7 年前
Frédéric Vauchelles
78f1ddf8
[PlanarProbe] Include custom HLSL files with shader generator
7 年前
Julien Ignace
39692887
- Fixed Gaussian/Depth pyramid rendering and debug
- Fixed various Blit related issues related to target scaling.
7 年前
Frédéric Vauchelles
d6ce9c49
[PlanarReflection] Several fixes
7 年前
Julien Ignace
4ee4d22b
Removed rendertarget/camera scaling from _ScreenSize in the shaders (was breaking NDC->CS coordinate conversion)
7 年前
Frédéric Vauchelles
3e32850a
[PlanarReflection] Restored 2D Texture sampling for planar reflection
7 年前
Julien Ignace
4568be12
Post merge fixes
7 年前
Remy
a936aacd
Add light on tesselation test.
7 年前
sebastienlagarde
8677e68d
Merge remote-tracking branch 'refs/remotes/origin/master' into Updating-UI-for-material-feature-ID
7 年前
Tim Cooper
012562ae
in LW the color target should be created in SRGB
7 年前
Frédéric Vauchelles
f7bd8fd7
Merge branch 'master' into feature/PlanarReflection
7 年前
Julien Ignace
19029ddd
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RTRefactoring
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/RenderPipelineSettingsUI.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/SerializedRenderPipelineSettings.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/RenderPipelineSettings.cs
7 年前
Remy
356da4e5
Properly override template in fail folder if needed.
Render realtime reflection probes before doing a test.
7 年前
sebastienlagarde
f966b1cd
First draft
7 年前
sebastienlagarde
ad00b16a
Merged GetPositionInput and UpdatePositionInput into one set of GetPositionInput overloads.
7 年前
Frédéric Vauchelles
eff3ca9e
[PlanarProbe] (wip) packing envlightdata structure
7 年前
Remy
d9f6c7dd
Merge remote-tracking branch 'origin/master' into HDRP_GraphicTests
7 年前
sebastienlagarde
f854707d
Fix issue with tessellated object no renderer in reflection
7 年前
Frédéric Vauchelles
4ad995e4
[PlanarProbe] (wip) packing envlightdata structure
7 年前
sebastienlagarde
1b7573a4
HDRenderPipeline: Don't do depth pyramid if no refraction
7 年前
Felipe Lira
d14fa0e6
Fixed shadowmap sampling out of borders by taking z direction into account.
7 年前
sebastienlagarde
4a59f964
HDRenderPipeline: fix naming of _DepthPyramidTexture => _PyramidDepthTexture
7 年前
Felipe Lira
d3b5bffb
Fixed UNITY_REVERSED_Z check. It's always defines in SRP shader library to either 0 or 1. Fixed shadow pancaking on OGL.
7 年前
Remy
d5f2161a
Add World Y and Speed control to FreeCamera
7 年前
Felipe Lira
91e75b1e
Updated LW to always use ScreenSpace shadowmap. This is a safe compromise until we can strip multi_compile keywords with a c# api.
7 年前
uygar
4bf6ce24
Increased the default fov guard for now to handle seams for point lights.
7 年前
Paul Melamed
6aaa2cd7
using HTile mask to determine what decal properties affect drawable geometry
7 年前
Evgenii Golubev
c1c33a32
Support asymmetry with reprojection
7 年前
Julien Ignace
427df3eb
Missing files
7 年前
Julien Ignace
d7f39ddf
- Added new HDUtils RenderTarget utilities that set viewport correctly for scaled RTs in HDRP
- Changed all calls in HDRP.
7 年前
Robert Srinivasiah
8828b0b7
Rework cluster kernel name gen to relieve GC pressure
Originally, I concatenated strings in order to generated the clustered light list generation kernel name. But @chman pointed out this would be bad for the GC, since this code runs every frame.
So instead, I pre-generate the kernel names, and index into a 2D array to select the correct kernel string. Heck, it may even look nicer this way.
7 年前
Robert Srinivasiah
fecb6084
Extra comment re: ConfigureMSAADependentSettings
7 年前
Robert Srinivasiah
3b9c6146
Remove UAV hack from CoreUtils.UpdateRenderTextureDescriptor
Properly manage UAV + MSAA from the code that calls CreateCmdTemporaryRT
Plus some extra cleanups
7 年前
Robert Srinivasiah
9e90b376
Further cleanups for partial-functionality PR
Getting this branch ready to merge, even though we aren't at full functionality yet
7 年前
Robert Srinivasiah
3ad8312c
Proper QualitySettings interface
InitializeFrameSettings properly enables/disables MSAA path depending on the QualitySettings.antiAliasing value
We should probably display this in the AdditionalCameraData in the future.
7 年前
jensgholm15@gmail.com
507d1fc8
Add maintained aspect ratio in corner resize side handles
7 年前
Keijiro Takahashi
820e58c3
Improvements to artistic nodes.
- Added the fuzziness slot to ReplaceColorNode and ColorMaskNode. It works like
the fuzziness parameter in Photoshop that gives softer edges to the mask.
- Changed the output format of ColorMaskNode from Vector3 to Vector1. It only
outputs single channel masks.
- Added the opacity slot to BlendNode. It's useful when one tries using
BlendNode like layers in Photoshop.
7 年前
Jens Holm
9647fad6
Make blackboard resize handles stay within the parent bounds
7 年前