Evgenii Golubev
d81d6e8a
Remove roughness clamping from IBL
8 年前
Julien Ignace
364394a6
Restored wrongly deleted code.
8 年前
Chman
fc2f9126
Merge remote-tracking branch 'refs/remotes/Unity-Technologies/master' into postfx-hack
8 年前
sebastienlagarde
6521b4be
HDRenderPipeline: More rename of UnityEditor.Experimental.ScriptableRenderLoop + minor stuff
8 年前
Evgenii Golubev
649f076a
Fix perceptualRoughnessToMipmapLevel() and add comments
8 年前
Julien Ignace
c5bf4cfb
Merge branch 'master' into LayeredLit
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitSurfaceData.hlsl
8 年前
Chman
8361dbe0
Merge remote-tracking branch 'refs/remotes/Unity-Technologies/master'
8 年前
GitHub
7cff9079
Merge pull request #78 from EvgeniiG/master
PBS Fixes and Improvements
8 年前
Evgenii Golubev
f38f5e1a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
GitHub
4925d00e
Merge pull request #77 from Unity-Technologies/namespace-refactor
[refactor namespace]
8 年前
Tim Cooper
2b3f2f91
[refactor namespace]
UnityEngine.Experimental.ScriptableRenderLoop -> UnityEngine.Experimental.Rendering
UnityEngine.Experimental.ScriptableRenderLoop -> UnityEngine.Experimental.Rendering.{LoopName}
8 年前
GitHub
93985053
Merge pull request #76 from Unity-Technologies/Add-LatLong-reflection-support
HDRenderPipeline: Add support for LatLong reflection
8 年前
sebastienlagarde
12a52bf3
HDRenderPipeline: Add support for LatLong reflection
8 年前
GitHub
c51e0506
Merge pull request #75 from Unity-Technologies/Add-Normal-Scale
HDRenderPipeline: Add support for normal and detail normal scale
8 年前
sebastienlagarde
0d8aeb13
HDRenderPipeline: Add support for normal and detail normal scale
8 年前
GitHub
71ba84c3
Merge pull request #74 from Unity-Technologies/Fix-point-light-shadow
HDRenderPipeline: Fix-point-light-shadow
8 年前
sebastienlagarde
291b4c6d
HDRenderPipeline: Fix-point-light-shadow
8 年前
Julien Ignace
9613bb46
- Added the possibility for material layers to inherit from the base layer normal map.
- Changed the way normal are handled in Lit/LayeredLit shader so that we could properly implement the point above (namely, GetSurfaceData now returns the tangent space normal instead of world space directly, this allows to blend them correctly for layered shader).
8 年前
GitHub
973d16b4
Merge pull request #73 from Unity-Technologies/LayeredLit
Layeredlit improvements
8 年前
Julien Ignace
0f63e44e
Merge branch 'master' into LayeredLit
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
8 年前
sebastienlagarde
5b4bc0d3
HDRenderPipeline: recreate HDRenderPipeline asset adn setup it in graphics settings
8 年前
Evgenii Golubev
08cf94d6
Fix anisotropic GGX (again)
8 年前
sebastienlagarde
373eab23
HDRenderPipeline: Forget to rename the main cs file
8 年前
Evgenii Golubev
3758fdee
Fix the white furnace test failure
8 年前
GitHub
0a0c9298
Merge pull request #72 from Unity-Technologies/moveShaderPropertiesToInlcudeFile
HDRenderPipeline: Move shader properties to a dedicated include file (request from demo team)
8 年前
Evgenii Golubev
4e84f59a
Remove redundant operations
8 年前
sebastienlagarde
da1063e4
HDRenderPipeline: Move shader properties to a dedicated include file (request from demo team)
8 年前
Evgenii Golubev
0a562a91
Optimize the computation of 'NdotL' during importance sampling
8 年前
sebastienlagarde
70e09822
Delete HDRenderLoop asset
8 年前
Evgenii Golubev
839c2ec2
Add a TODO
8 年前
GitHub
23f2ee44
Merge pull request #71 from Unity-Technologies/Renaming-HDRenderLoop
Renaming hdrenderloop to hd renderPipeline
8 年前
Evgenii Golubev
66d2b7d7
Remove GetShiftedNdotV() from IntegrateGGXAndDisneyFGD()
8 年前
sebastienlagarde
cb97b488
HDRenderLoop: Rename renderLoop to renderContext
8 年前
Evgenii Golubev
ec1f1b58
Implement D_GGX_Visible()
8 年前
sebastienlagarde
b890244e
HDRenderLoop: Rename the directory HDRenderLoop in HDRenderPipeline
8 年前
Evgenii Golubev
a0e8eceb
Remove clamp from anisotropic GGX
8 年前
Julien Ignace
31df85eb
LayeredLit: Vertex colors now act as a height offset when using height based blend.
8 年前
joce
574bc97d
First implementation of node collapsing for MG
Signed-off-by: joce <joce@unity3d.com>
8 年前
joce
af7694ae
GraphView update
Signed-off-by: joce <joce@unity3d.com>
8 年前
joce
66dac0cd
Fix GraphView editorconfig file.
Signed-off-by: joce <joce@unity3d.com>
8 年前
joce
64bf0c23
Fix MaterialGraph to match updated Unity changes
Signed-off-by: joce <joce@unity3d.com>
8 年前
Peter Bay Bastian
36c08357
Commandable manipulator for #11
8 年前
joce
98e645eb
Make Node and NodePresenter members private
They still accessible through public (and in the case of Node, virtual)
interfaces.
Signed-off-by: joce <joce@unity3d.com>
8 年前
Peter Bay Bastian
4ff1c093
NodeDrawer now derives from Node.
And all the superfluous files have been removed.
Signed-off-by: joce <joce@unity3d.com>
8 年前
Peter Bay Bastian
d683bd58
Handle nodes without any output
The right container simply isn't shown in this case.
Signed-off-by: joce <joce@unity3d.com>
8 年前
Peter Bay Bastian
4a3e71ed
Modify Node to be compatible with MG's layout
- NodalView.uss is now gone as the Node's layouting is now in GraphView.uss
- Node now has a bunch of containers to match Hugo's design
This is not be final as, for example, the collapse button is an ugly button
and we're not yet dealing with empty input/output list as required.
Signed-off-by: joce <joce@unity3d.com>
8 年前
Tim Cooper
0a990a6d
allow specifying the UV channel on the UV node.
8 年前
Tim Cooper
8133e0c7
Focus graph when changing selection.
8 年前
Tim Cooper
17429180
Add support for setting default input values on material sub graphs (when editing the graph) so there is something to compare with.
8 年前
joce
2539e9c2
Undo optimization that broke edges
Edges where no longer following the anchors when the node was being moved.
Signed-off-by: joce <joce@unity3d.com>
8 年前