1543 次代码提交 (be01c5e2-1045-46c0-8852-909394c8956d)

作者 SHA1 备注 提交日期
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 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
Sebastien Lagarde 8a66d4cd HDRenderPipeline: Fix error "Destroy may not be called from edit mode!." 8 年前
GitHub aded0eae Merge pull request #122 from Unity-Technologies/refactor-hdloop 8 年前
Tim Cooper a1e72bda Merge remote-tracking branch 'origin/master' into refactor-hdloop 8 年前
sebastienlagarde ee5ea1fd HDrenderPipeline: Unlit update - missing file 8 年前
GitHub 28357983 Merge pull request #126 from Unity-Technologies/Update-unlit-shader 8 年前
sebastienlagarde 8a6b2cf1 HDRenderPipeline: Update unlit shader 8 年前
GitHub 49a063c5 Merge pull request #125 from Unity-Technologies/Fix-shader-warning-+-light-limits-corruption 8 年前
sebastienlagarde 48a18cb1 HDRenderPipeline: Fix shader warning + ligth limits 8 年前
sebastienlagarde c047eed2 HDRenderPipeline: Fix issue when creating a reflectoin probe (was producing a null pointer) 8 年前
sebastienlagarde e66f24bc HDRenderPipeline: Fix spam of warning message regarding PreRenderLight 8 年前
sebastienlagarde aaaa267f HDRenderPipeline: Another fix for layered shaders 8 年前
sebastienlagarde b8002a40 HDRenderPipeline: Fix layered material 8 年前
sebastienlagarde b309c8cb HDRendePipeline: Layered Material tweak again 8 年前
sebastienlagarde cc4b8c9f HDRenderPipeline: Small tweak for artists on layered material 8 年前
GitHub f6f27fcb Merge pull request #124 from Unity-Technologies/fix-layered-shader-influence 8 年前
Tim Cooper df3d8efd Fix inspector not resetting the loop 8 年前
Sebastien Lagarde 40d99a5f HDRenderPipeline: Fix few issue with layered shaders 8 年前
Tim Cooper 72689571 Pulling tile pass into it's own asset. :) 8 年前