Sebastien Lagarde
|
b86ceaec
|
HDRenderPipeline: Minor comment adjustement on tessellation factor
|
8 年前 |
GitHub
|
9a72bdd8
|
Merge pull request #99 from Unity-Technologies/Improve-tessellation-efficiency
HDRenderPipeline: Add distance and screen adapation + backface culling
|
8 年前 |
Sebastien Lagarde
|
f4f59ad1
|
HDRenderPipeline: Add distance and screen adapation + backface culling
miss frustrum culling
|
8 年前 |
GitHub
|
531082c1
|
Merge pull request #98 from Unity-Technologies/Vertex-interpolator-and-tesselation-improvement
Change Vertex / attributes / Interpolator management
|
8 年前 |
Sebastien Lagarde
|
66bb5e08
|
HDRenderPipeline: Fix last issue - all working!
|
8 年前 |
Sebastien Lagarde
|
fe9b2eb8
|
HDRenderPipeline: Format + another set of fix with displacement map
|
8 年前 |
Sebastien Lagarde
|
1cc45a08
|
HDRenderPipeline: Push various error and warning fix
|
8 年前 |
sebastienlagarde
|
90f00c89
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Vertex-interpolator-and-tesselation-improvement
|
8 年前 |
sebastienlagarde
|
097f767c
|
HDRenderPipeline: Fix a lot of thing, tesselation work with lit shader but fail with layeredLit + planar and triplanr doesn't work
|
8 年前 |
sebastienlagarde
|
1e2647bc
|
HDRenderPipeline: DepthOffset fix
|
8 年前 |
sebastienlagarde
|
f0a158b3
|
HDRenderPipeline: Plenty of other fix - shader compiler crash with internal error for tesselation
|
8 年前 |
sebastienlagarde
|
53b5f4b3
|
HDRenderPipeline: Fixing a lot of compiling issue, all is now compiling
|
8 年前 |
sebastienlagarde
|
3b0e1c97
|
HDRenderPipeline: Large refactor of all the pass attribute and varying system
|
8 年前 |
Sebastien Lagarde
|
e32ad29b
|
HDRenderPipeline: Attempt to do somerthing with velocity pass
|
8 年前 |
Sebastien Lagarde
|
1c86fa3a
|
HDRenderPipeline: Lot of change, still motion vector pass to fix
|
8 年前 |
Sebastien Lagarde
|
fd23a655
|
HDRenderPipeline: Second part of modification still not compiling/working
|
8 年前 |
sebastienlagarde
|
f87075a5
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Vertex-interpolator-and-tesselation-improvement
|
8 年前 |
GitHub
|
f1780b9b
|
Merge pull request #97 from EvgeniiG/master
Implement a hotfix for the sky
|
8 年前 |
sebastienlagarde
|
0d5518ce
|
HDRenderPipeline: More test - Miss domain shader part
|
8 年前 |
Evgenii Golubev
|
6da9eb72
|
Implement a workaround for the case when disabling a keyword has no effect
I am referring to PERFORM_SKY_OCCLUSION_TEST.
|
8 年前 |
sebastienlagarde
|
89300656
|
HDRenderPipeline: Try to improve vertex side of thing
|
8 年前 |
GitHub
|
129ff6b6
|
Remove the MIP map level bias of 1
(omegaS / omegaP == 1) already results in the correct 'mipLevel' value of 0.
|
8 年前 |
sebastienlagarde
|
8c83bcf9
|
HDRenderPipeline: Add few comment
|
8 年前 |
GitHub
|
7f00e9f5
|
Merge pull request #96 from Unity-Technologies/Changed-transparent-opaque-Unlit-pass
Update unlit shader
|
8 年前 |
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 |