1614 次代码提交 (b90e5b21-9771-4b46-8daf-05c4621f373a)

作者 SHA1 备注 提交日期
uygar 02ed6370 Added a new ShadowPayload struct that contains 4 ints to cut down on the number of buffer load instructions in shaders. 8 年前
uygar 02e3fa95 Moved shadow sampling patterns into a new file called ShadowSampling.hlsl. 8 年前
runes 2ce17b6c Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
uygar 9372c439 Moved shadow setup related code into its own class to make separation from the light loop easier. 8 年前
uygar a9dc4866 Modified ShadowmapBase by adding a new enum bitmask designating the supported shadow types by this shadowmap. 8 年前
uygar 7f956895 Removed obsolete line from shadow.hlsl file. 8 年前
uygar c8a27740 Merge branch 'master' into shadows 8 年前
Evgenii Golubev 7cabcadf Use DrawProcedural() for drawing full screen 8 年前
Evgenii Golubev ed2dfbc7 Fix build issues of the Unity player 8 年前
Evgenii Golubev 5bc9c921 Avoid incorrectly shading the skybox region 8 年前
Evgenii Golubev 538bf3b2 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
Evgenii Golubev 0d77adff Implement faster (achromatic) bilateral weighting 8 年前
Evgenii Golubev 1de4ebd0 Use more efficient parameter clamping 8 年前
Evgenii Golubev 580ddd97 Perform runtime weight normalization 8 年前
Evgenii Golubev 5c69bd3c Fix bilateral weighting 8 年前
Julien Ignace 60dd6c48 Implemented lighting debug in the shader. 8 年前
Evgenii Golubev 00ba8344 Remove the bilateral scale and store RGB (1 / (2 * WeightedVariance)) 8 年前
runes 3b9f1e7d Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
Julien Ignace 0da32ed1 Merge branch 'master' into Branch_DebugLighting 8 年前
Evgenii Golubev d4418247 Change the default values of the subsurface radius and thickness 8 年前
Evgenii Golubev be01c5e2 Perform proper bilateral filtering 8 年前
Evgenii Golubev fb6b5b98 Replace 'new' with 'CreateInstance' 8 年前
Julien Ignace 506c1212 Merge branch 'master' into Branch_DebugShadows 8 年前
Evgenii Golubev 05f1871c Fix additive blending in the deferred shader 8 年前
Evgenii Golubev 3c0d55d7 Disable blending during the first SSS pass 8 年前
Evgenii Golubev cc117c57 Change the defaults values of thickness and the SSS radius 8 年前
Evgenii Golubev b3db0917 Allow for multiple SSS profiles 8 年前
Evgenii Golubev 20a45ba0 Use per-pixel SSS radius scale 8 年前
Julien Ignace 62fe15a4 Refactored current debug structures to be consistent with how Shadow Debug worked and correctly split Settings and Debug Parameters 8 年前
Evgenii Golubev 62b97260 Improve naming 8 年前
Julien Ignace aab6d427 - Fixed last directional cascade to not be fully shadowed. 8 年前
Evgenii Golubev f43fbd7c Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
Julien Ignace fe794f54 - Fixed shadow map debug max slider value with the correct number of visible shadows 8 年前
Julien Ignace 9410e16d Merge branch 'master' into Branch_DebugShadows 8 年前
Evgenii Golubev 517ba2ae Create an asset for the SSS UI 8 年前
Evgenii Golubev 8e286ad5 Enable subsurface radius and thickness parameters 8 年前
Julien Ignace e851ea7f Fixed Debug GUI and "Enable shadow" parameters. 8 年前
Evgenii Golubev e492618c Refactor sampling methods 8 年前
Julien Ignace df95d960 Merge branch 'master' into Branch_DebugShadows 8 年前
Evgenii Golubev 5708bc95 Rename 'MaterialClass' to 'MaterialID' in the code (not the UI) to avoid confusion 8 年前
Evgenii Golubev 840822e7 Make the Van der Corput sequence explicitly one-based 8 年前
Evgenii Golubev 60731810 Make improvements based on feedback 8 年前
Evgenii Golubev 5ffa3829 Replace tabs with spaces 8 年前
Evgenii Golubev 0ca79425 Merge branch 'SSSSS' 8 年前
Evgenii Golubev 3d558256 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
Evgenii Golubev 9fc5bc97 Fix typos 8 年前
Evgenii Golubev f2bef29c Add blending support for the tessellation shader 8 年前
Evgenii Golubev ac23a82e Merge branch 'master' into SSSSS 8 年前
Evgenii Golubev 8be065be Rename .meta files 8 年前
runes b3d622c9 added dependency to skybox shader (ps4 fix) 8 年前