Remy
|
705c8869
|
Tests OK and ready to implement batch mode
|
7 年前 |
Remy
|
4c3a954c
|
Merge com.unity.testframework.graphics from gfx-tests-postfx branch
|
7 年前 |
Remy
|
9db2a137
|
Merge branch 'master' into HDRP-Tests
|
7 年前 |
GitHub
|
5a626b21
|
Merge pull request #1533 from Unity-Technologies/Add-support-for-multiple-PreIntegratedFGD
HDRP: Add support for multiple PreIntegratedFGD + updte hlsl debug nu…
|
7 年前 |
Sebastien Lagarde
|
d69fdafe
|
HDRP: Add support for multiple PreIntegratedFGD + updte hlsl debug number
|
7 年前 |
GitHub
|
fc54c873
|
Merge pull request #1507 from Unity-Technologies/renderScale_eyeTextureResolutionScale
Naive hookup for cameraData.renderScale <-> XRSettings.eyeTextureResolutionScale in XR mode
|
7 年前 |
Stephane Laroche
|
a49a696e
|
Merge branch 'master' into StackLit2
|
7 年前 |
Peter Bay Bastian
|
549996da
|
Allow sub-shaders to tell whether they are compatible with a given render pipeline, and hook it up with the UI support for that such that an error is shown in the event that it's _not_ compatible.
This also adds a check in Update() such that the UI is reloaded when the render pipeline changes.
|
7 年前 |
sebastienlagarde
|
8c01dc9c
|
HDRP: re-enable shadow mask menu of main window
|
7 年前 |
GitHub
|
96162457
|
Merge pull request #1528 from Unity-Technologies/lw/fix-shadergraph-shadowtypo
Fixed wrong keyword in shader graph shadow template
|
7 年前 |
Felipe Lira
|
b52b15f0
|
Fixed wrong keyword in shader graph shadow template
|
7 年前 |
Antoine Lelievre
|
a69f06e6
|
Removed useless kernel
|
7 年前 |
GitHub
|
93c87374
|
Merge pull request #1516 from Unity-Technologies/lw/shadow-optimization
Lw/shadow optimization
|
7 年前 |
Antoine Lelievre
|
7edc74d1
|
Refacto for better code integration
|
7 年前 |
sebastienlagarde
|
7870b280
|
HDRP: Update ChangeLog
|
7 年前 |
Antoine Lelievre
|
c86387b6
|
Contact shadows works with point light and spot lights (in addition to directional)
|
7 年前 |
Martin Thorzen
|
a89bfc3d
|
Updates to the LW Asset Inspector
|
7 年前 |
GitHub
|
088a94ac
|
Merge pull request #1526 from Unity-Technologies/fix/RefractionDebugError
Removed unused line that cause a NPE when using debug without refract…
|
7 年前 |
Antoine Lelievre
|
6a0b7e6f
|
Added a kernel for contact shadows
|
7 年前 |
Frédéric Vauchelles
|
7252b568
|
Removed unused line that cause a NPE when using debug without refraction enabled
|
7 年前 |
Martin Thorzen
|
28b10444
|
Initial UI fixes. Lots of commented code. Will clean later. Just submitting for bckp
|
7 年前 |
Antoine Lelievre
|
516b896c
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline
|
7 年前 |
GitHub
|
ba8fbc25
|
Merge pull request #1522 from Unity-Technologies/sg/fix-toggle-changes
Compatibility with Toggle changes in core Unity
|
7 年前 |
Peter Bay Bastian
|
31db4b9f
|
Fix core changes to UIElements Toggle with compatibility layer
|
7 年前 |
GitHub
|
6147be48
|
Merge pull request #1521 from Unity-Technologies/lw/computebuffer-fix
Lw/computebuffer fix
|
7 年前 |
Sebastien Lagarde
|
3a150830
|
Remove unwanted file
|
7 年前 |
GitHub
|
28c52421
|
Merge pull request #1520 from Unity-Technologies/Factor-Lit-and-stacklit-code
Factor Lit and StackLit code
|
7 年前 |
Sebastien Lagarde
|
ba6fd164
|
Factor Lit and StackLit code
Factor code from Lit and stacklit to MaterialEvaluation.hlsl
Move AO function in LightEvalaution.hlsl to MaterialEvaluation.hlsl
|
7 年前 |
GitHub
|
19222bee
|
Merge pull request #1518 from Unity-Technologies/hdrpcleanup
HDRP cleanup -- Consolidating shared HDRP code to utility class, cleaning up output shader code by removing debug comments (on internal bool switch)
|
7 年前 |
Chris Tchou
|
6408007a
|
Merge branch 'master' into hdrpcleanup
# Conflicts:
# com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDPBRPass.template
# com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDPBRSubShader.cs
# com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitPassForward.template
# com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitSubShader.cs
|
7 年前 |
GitHub
|
1e1467c4
|
Merge pull request #1515 from Unity-Technologies/FixColorPickerPrecisionLimit
Increased debug color picker lux limit
|
7 年前 |
Martin Thorzen
|
9cccf3fb
|
Updated with feedback
|
7 年前 |
GitHub
|
5400a734
|
Merge pull request #1517 from Unity-Technologies/edit-profiler-depth-prepass-caption
HDRP: edit profiler depth prepass caption + fix roughness for clearcoat
|
7 年前 |
Thomas
|
be99d989
|
Disabled failing tests for now
|
7 年前 |
Martin Thorzen
|
b283a847
|
Fixed a small issue where the path was the name. We only want the last name of the shader and not the path to it.
|
7 年前 |
Felipe Lira
|
ed9090de
|
Changed release notes
|
7 年前 |
Antoine Lelievre
|
34d3857a
|
Added a bool for contact shadows in lights
|
7 年前 |
Sebastien Lagarde
|
69fc3303
|
edit profiler depth prepass caption + fix roughness for clearcoat
|
7 年前 |
Thomas
|
396d9a7d
|
Attempt to fix auto exposure test
|
7 年前 |
Martin Thorzen
|
67f8b052
|
Removing this, since it has been added into another PR
|
7 年前 |
Felipe Lira
|
21416f83
|
Fixed GLCore compute buffer
|
7 年前 |
GitHub
|
cec37252
|
Merge pull request #1513 from Unity-Technologies/Branch_FixReflectionVolumeUpdate
Fix for Light Loop UI and Volume interpolation for reflection
|
7 年前 |
Oliver Schnabel
|
c493d0fb
|
Merge remote-tracking branch 'remotes/origin/master' into StackLit2
|
7 年前 |
Thomas
|
01ee049b
|
Merge branch 'master' into gfx-tests-postfx
|
7 年前 |
Martin Thorzen
|
93058019
|
Re-added this functionality since I will remove it in another PR
|
7 年前 |
GitHub
|
7b5dafbd
|
Merge pull request #1514 from Unity-Technologies/lw/bugfixes
Lw/bugfixes
|
7 年前 |
Felipe Lira
|
7193e88e
|
Merge branch 'master' into lw/bugfixes
# Conflicts:
# com.unity.render-pipelines.lightweight/CHANGELOG.md
|
7 年前 |
Martin Thorzen
|
e15d11a2
|
Updated changelog from feedback
|
7 年前 |
GitHub
|
5cacc87f
|
Merge pull request #1511 from Unity-Technologies/Fix-for-shader-include-paths
Fix for shader include paths for external shaders (not in Asset folder)
|
7 年前 |
Martin Thorzen
|
37c00666
|
Added update title to master preview and blackboard.
cleaned up assetName parameter and dded it as a property instead
Made a seperate shader graph post processor file
|
7 年前 |