5421 次代码提交 (bea679f1-df39-432a-ae05-2ef7e9d17bf8)

作者 SHA1 备注 提交日期
GitHub 6bd4de5b Merge pull request #1032 from Unity-Technologies/LightmapDecodeFixes 7 年前
Robert Srinivasiah ff6c3d3e Pass in stereo projection matrices to clustered light list gen 7 年前
GitHub 9eb3f510 Merge pull request #1029 from Unity-Technologies/update-shadergraph 7 年前
Robert Srinivasiah 1a077742 Extensive notes about what and how to stereo-ize clustered light gen 7 年前
Peter Bay Bastian b8114a3a Update ShaderGraph submodule (DO NOT BACKPORT) 7 年前
Joel de Vahl 73b75a26 Make sure we get the correct lightmap decode parameters when in gamma mode 7 年前
GitHub ceaafcae Rename the "Enable Ultra Quality SSS" option 7 年前
Robert Srinivasiah 14e8b51f Merge remote-tracking branch 'origin/master' into hdrp-xr-bigtile 7 年前
sebastienlagarde 6d6c47f8 Fixed comment and typo about line light function/calculation 7 年前
Robert Srinivasiah bbed8914 Cleanup comments 7 年前
Andre McGrail c59ab44d Meta Fix, using world2clip instead of pbject2clip 7 年前
sebastienlagarde b25e74b2 Various light fix for HD 7 年前
Robert Srinivasiah 1dbc76c2 Working implementation of stereo big tile 7 年前
GitHub f469d277 Merge pull request #1024 from Unity-Technologies/LW-MaterialUpgrades 7 年前
Robert Srinivasiah ca84b696 Create LightCullUtils.hlsl to manage light index generation 7 年前
GitHub 6a69b095 Merge pull request #1021 from Unity-Technologies/lwrp-xr-per-cam 7 年前
Robert Srinivasiah 35e49053 Support stereoized g_mScrProjectionArr in bigtile 7 年前
GitHub 793fe433 Merge pull request #1020 from Unity-Technologies/lwrp-xr-shader-fixes 7 年前
Robert Srinivasiah a9ca9749 Annotate changes needed in Big Tile Shader 7 年前
Robert Srinivasiah 3c4b3fab LWRP - Disable stereo on cams that don't have both target eyes enabled 7 年前
GitHub 52091cce Merge pull request #1022 from Unity-Technologies/update-shadergraph 7 年前
Robert Srinivasiah 7733d48a Merge remote-tracking branch 'origin/master' into hdrp-xr-bigtile 7 年前
sebastienlagarde c7dc67eb Make sure passes that require UV2 and UV3 actually have access to them 7 年前
GitHub 41034aa7 Merge pull request #1016 from Unity-Technologies/pr/1014 7 年前
sebastienlagarde 5ca9a48a Move Shader.globalRenderPipeline = "HDRenderPipeline" at a better place 7 年前
sebastienlagarde 2e64322b Rename HDPipeline => HDRenderPipeline + Fix issue with decal.shader 7 年前
Matt Dean 938ae294 Add pipeline subshader tags for HD 7 年前
GitHub 47d42b36 Merge pull request #1 from Unity-Technologies/master 7 年前
GitHub c1b7ac66 Merge pull request #1012 from Unity-Technologies/HDRP_MaterialUpgrader 7 年前
Remy 50623c84 Merge remote-tracking branch 'origin/master' into HDRP_MaterialUpgrader 7 年前
sebastienlagarde 29c37387 HDRenderPipeline: fix compil issue in upgrader 7 年前
Joel de Vahl 398a11e4 Fixed a few upgrading bugs 7 年前
sebastienlagarde 00c5c204 Fix wrong pragma 7 年前
Joel de Vahl 56f21e1e Merge remote-tracking branch 'origin/master' into LW-MaterialUpgrades 7 年前
GitHub 456f99ff Merge pull request #1011 from Unity-Technologies/decals/tex2dlod_and_atlas_fix 7 年前
Paul Melamed 66660c1e Fix compiler warning for sampling textures without lod in dynamic branch, and fix decal atlas and mesh initialization. 7 年前
Evgenii Golubev 422e0f93 Optimize 7 年前
GitHub a29f9db9 Merge pull request #1010 from Unity-Technologies/fix-shader-warning 7 年前
Evgenii Golubev c1b1ac91 Properly disable mixed thickness mode for directional lights 7 年前
Sebastien Lagarde edfea7bc Fix several shader and C# warning 7 年前
Evgenii Golubev 8b36e2c8 Remove fixed-mode transmittance evaluation from directional lights 7 年前
GitHub 2571ef70 Merge pull request #983 from Kink3d/master 7 年前
Evgenii Golubev 3e0ba18e Use the full Disney formulation for transmission 7 年前
GitHub 5536e887 Merge pull request #1001 from Unity-Technologies/build/automation 7 年前
Evgenii Golubev 6f21cb07 Implement an approximation for mixed-mode transmission 7 年前
GitHub 18c59b2f Merge pull request #1009 from Unity-Technologies/LW-gles2-fix 7 年前
Evgenii Golubev d474e7e5 Always use wrapped NdotL for transmission 7 年前
uygar 3e0f23cb Added flow control macros to more platforms. The source initially passes through the hlsl compiler which understands these directives, independent of the platform compiler. 7 年前
Paul Melamed ace24f84 After cleanup set texture atlas and decal mesh to null so that they get recreated. 7 年前
Evgenii Golubev 46f87a0c Rename 7 年前