GitHub
bc633985
Merge pull request #325 from Unity-Technologies/Branch_RefactoCmdBuffers
Changed HDRP and Shadow system APIs to take command buffers instead of ScriptableRenderPipeline.
7 年前
Julien Ignace
a097b170
Changed HDRP and Shadow system APIs to take command buffers instead of ScriptableRenderPipeline.
This forces client to handle Cmd Buffer management and execution. This is necessary due to the impossibility to use nested Command Buffers currently (so any API called from user land cannot create and execute a CB of its own).
7 年前
GitHub
29318aeb
Merge pull request #324 from Unity-Technologies/Branch_MarkerSky
Temp fix before we sanitize CommandBuffer usage (can't use nested CBs for now...)
7 年前
Julien Ignace
91a24342
Temp fix before we sanitize CommandBuffer usage (can't use nested CBs for now...)
7 年前
GitHub
46a64feb
Merge pull request #323 from Unity-Technologies/Branch_MarkerSky
Improved markers for sky environment update pass.
7 年前
Julien Ignace
838a2000
Improved markers for sky environment update pass.
7 年前
Julien Ignace
f7cbd39d
Fixed input manager being always selected at start if using the debug menu.
7 年前
GitHub
f41ac4ee
Merge pull request #322 from Unity-Technologies/Branch_BasicProfiling
Branch basicprofiling
8 年前
Julien Ignace
fc04fd9c
Small camera fix
8 年前
GitHub
1fb45557
Merge pull request #318 from EvgeniiG/hdrp_matrix
Set HDRP matrices from scripts (except shadows)
8 年前
Evgenii Golubev
d8386bd4
Address the PR feedback
8 年前
GitHub
bc56edc6
Merge pull request #321 from Unity-Technologies/Branch_SSS_DeletedProfile
Change SubsurfaceScatteringProfile so that users get visual feedback (bright pink transmission) in case the profile used in a material is missing (and was not the default neutral one).
8 年前
Evgenii Golubev
93a625f2
Fix function name
8 年前
sebastienlagarde
a8bef5fd
HDRenderPipeline: Add FastSign() function
8 年前
Evgenii Golubev
b487accf
Remove an old comment
8 年前
GitHub
5c55ff09
Merge pull request #316 from Unity-Technologies/Update-shadow-API-to-use-Lits-VisibleLight--to-reduce-GC-pressure
Update shadow API - Use List<VisibleLight> instead of VisibleLight[]
8 年前
Evgenii Golubev
c2f786f1
Merge branch 'master' of https://github.com/EvgeniiG/ScriptableRenderLoop into hdrp_matrix
8 年前
Evgenii Golubev
f9e8648f
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Evgenii Golubev
8be8c50b
Fix tangent space SSS integration
8 年前
Julien Ignace
6215ab3d
Change SubsurfaceScatteringProfile so that users get visual feedback (bright pink transmission) in case the profile used in a material is missing (and was not the default neutral one).
8 年前
uygar
4125f4e0
Disabling zclipping in shaders that have a shadowcaster pass.
8 年前
Evgenii Golubev
00c5c305
Fix the SSS medium camera position
8 年前
GitHub
f24dc903
Merge pull request #317 from Unity-Technologies/Branch_BasicProfiling
Updated BasicProfiling scene with SSS tests.
8 年前
Evgenii Golubev
df0f7a32
Add SHADERPASS_SHADOWS
8 年前
Julien Ignace
9327757f
Updated BasicProfiling scene with SSS tests.
8 年前
Evgenii Golubev
08f93209
Use the legacy Unity matrices for shadow map rendering
8 年前
sebastienlagarde
3c87f2f4
Update shadow API - Use List<VisibleLight> instead of VisibleLightArray[]
8 年前
GitHub
4ecb9cb0
Add debug LoD viz for the Jimenez SSS
8 年前
Evgenii Golubev
78d34610
Split 'ShaderVariables.hlsl' into 3 files
8 年前
sebastienlagarde
4454d78a
HDRenderPipeline: Optimize SSS screen pass
8 年前
Evgenii Golubev
07a3bffb
Remove the orphaned *.meta file
8 年前
GitHub
77c2d2ef
Merge pull request #315 from Unity-Technologies/Branch_BasicProfiling
Update BasicProfiling scene
8 年前
Evgenii Golubev
5570c647
Merge branch 'master'
8 年前
GitHub
2b47951c
Merge pull request #314 from Unity-Technologies/Move-matId-Specular-in-Standard
Update materialId management in Lit (Optimization + one slot saved)
8 年前
Sebastien Lagarde
cd023e6c
HDRenderPipeline: Fix issue with specular color and packing precision
8 年前
Sebastien Lagarde
1ed5cfbe
HDRenderPipeline: Update all material in test scene
8 年前
Sebastien Lagarde
00211652
HDRenderPipeline: Update also litTessellation.shader
8 年前
Sebastien Lagarde
e9e6cf59
HDRenderPipeline: Specular color mat id is no more store as material id
- Instead of wasting one value in materialId (only 4 availabe, we reuse
the matid standard and the value in the specular), it allow to have 2
matId free.
- Optimize the code with shader features for materialID
8 年前
Julien Ignace
1e070858
Update BasicProfiling scene
8 年前
sebastienlagarde
a7ee1111
HDRenderPipeline: Split AdditionalLightdata into HDAdditionalLight and AdditionalShadowData
HDAdditionalLight is dedicated to the render pipeline
AdditionalShadowData is common to all render pipeline
8 年前
GitHub
4ffb93c9
Merge pull request #312 from Unity-Technologies/Add-AdditionalCameraData
HDRenderPipeline: Add AdditionalCameraData to have choice of rendering path
8 年前
sebastienlagarde
8ad719be
HDRenderPipeline: Add AdditionalCameraData to have choice of rendering path
8 年前
sebastienlagarde
a311adc9
HDRenderPipeline: Remove LegacyLayered and Performancecheck of shaders code
8 年前
GitHub
31a82643
Merge pull request #311 from Unity-Technologies/Branch_FixPS4_CB_Layout
Fixed various over uniforms in Constant Buffers
8 年前
Tim Cooper
88c53704
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into reduce-gc
# Conflicts:
# Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs
8 年前
Felipe Lira
0a1fead0
Fixed rendering when no lights we present in the scene. Updated test scenes and images.
8 年前
Felipe Lira
94744828
Removed shadow sampling from loop, shadow bias taken from light, improved shadow algorithm
8 年前
Felipe Lira
578640d3
Optimized shader path for single directional light.
8 年前
Tim Cooper
b1156959
[gc]Convert to pooling
8 年前
GitHub
cd883013
Merge pull request #310 from Unity-Technologies/Branch_FixPS4_CB_Layout
Removed all uniforms from global namespace in shaders to ensure coherent constant buffer layout in compute shaders across kernels.
8 年前