Remy
bdf92815
Re-Enable mip map filtering on distortion texture to spot if negative values are clamped or not.
7 年前
Evgenii Golubev
521d4a50
Add a Frustum struct
7 年前
GitHub
f5287a0f
Merge pull request #906 from Unity-Technologies/HDRP_GraphicTests
Hdrp graphic tests
7 年前
sebastienlagarde
f020afb2
Rename GetShadowMask_sRGBFlag to GetShadowMaskSRGBFlag + fix CustomSamplerId
7 年前
Remy
da4312b1
Modify test framework to be able to use multiple render pipeline assets for a single test, in order to test parity of features.
Modified LWRP testscenes accordingly.
7 年前
Evgenii Golubev
2b155faa
Move the OrientedBBox code
7 年前
sebastienlagarde
a31f7464
typo
7 年前
Remy
7902d374
Fix case ... again
7 年前
Evgenii Golubev
d248d9bc
Add a compile-time switch between the full and the empty VolumetricLighting.compute shader
7 年前
sebastienlagarde
a640342d
Remove 's' in SupportsXXX
7 年前
Remy
65aa2c2b
Modifi test framework to test template image against multiple render pipelines per scene (HDRP parity)
7 年前
Evgenii Golubev
840edb50
Implement frustum-OBB culling
7 年前
GitHub
7d2bb767
Merge pull request #905 from EvgeniiG/master
Fix issue with NaNs in volumetric lighting
7 年前
sebastienlagarde
543876a9
Move GBufferManager to Material folder
7 年前
Remy
7ad7ba61
Update lit distortion template (negative values in float point texture has been fixed)
7 年前
Evgenii Golubev
4f293347
Fix issue with NaNs
7 年前
sebastienlagarde
046a77ef
Merge remote-tracking branch 'refs/remotes/origin/master' into shadows-biasing
7 年前
sebastienlagarde
66873725
Merge remote-tracking branch 'refs/remotes/origin/master' into Branch_RTRefactoring
7 年前
Julien Ignace
f956cebd
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RTRefactoring
7 年前
Alex Lian
c5f1fc98
Remove unneeded files for editor test
Per talking with team, unneeded
7 年前
GitHub
6bcaecf3
Merge pull request #901 from EvgeniiG/master
Add support of the ambient probe to volumetric lighting
7 年前
Alex Lian
85558908
Add local build option
Allow build.py to be invoked and utilize commands from automation tools
7 年前
Evgenii Golubev
19824028
Use ClampNdotV() everywhere except where vector addition/subtraction is involved
7 年前
GitHub
ce5e1a23
Merge pull request #904 from Unity-Technologies/HDRP_GraphicTests
Hdrp graphic tests
7 年前
Julien Ignace
84e7c5e0
Indent + Remove useless comment.
7 年前
Alex Lian
0ac23c32
Add PostProcessing to editor test copy step
Seems needed to succeed
7 年前
Remy
b63c5c79
Finish deferred/forward comparison scene.
Changed debug view test to albedo (more stable)
7 年前
Sebastien Lagarde
a8ca73e1
test2
7 年前
Julien Ignace
2c282969
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RTRefactoring
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/RenderPipelineSettingsUI.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/SerializedRenderPipelineSettings.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/FrameSettings.cs
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/RenderPipelineSettings.cs
7 年前
Alex Lian
950e29d3
Merge remote-tracking branch 'origin/master' into build/automation
7 年前
Remy
44eb9802
Merge remote-tracking branch 'origin/master' into HDRP_GraphicTests
7 年前
Sebastien Lagarde
ec5aa695
test
7 年前
sebastienlagarde
f8cb8a66
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline
7 年前
Julien Ignace
b7720c36
Fixed an issue with debug menu item for Pyramid mips and another one with planar reflection render texture initialization.
7 年前
GitHub
401bf040
Merge pull request #900 from Unity-Technologies/hdrp-msaa-ui
Add MSAA sample count support thru RenderPipelineSettings
7 年前
Sebastien Lagarde
1e28cf53
change clampNdotV and only affect BSDF (i.e only analytic specular)
7 年前
Julien Ignace
a4625b1c
Fixed Depth/Color pyramid after last merge
7 年前
Remy
1772e0a0
Update Deferred VS Forward test
7 年前
Robert Srinivasiah
11c6aed3
Add MSAA sample count support thru RenderPipelineSettings
RenderPipelineSettings owns the global MSAA sample count level. Each camera can control whether MSAA is supported or not, and if the camera's FrameSettings enable MSAA, then it will use the RenderPipelineSettings value for MSAA sample count.
7 年前
Sebastien Lagarde
7c47762c
Remove GetViewReflectedNormal that is incorrect
7 年前
sebastienlagarde
209e9f74
HDRenderPipeline: Remove shadow warning about "loop 1 iteration"
7 年前
Julien Ignace
85039c4d
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RTRefactoring
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugFullScreen.shader
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
7 年前
Remy
dd1d4224
Merge remote-tracking branch 'origin/master' into HDRP_GraphicTests
7 年前
Sebastien Lagarde
1f0393f6
HDRenderPipeline: Remove unsued variables
7 年前
Sebastien Lagarde
4473a443
HDRenderPipeline: Rename DistanceAttenuation => InfluenceAttenuation
7 年前
GitHub
2e038337
Merge pull request #842 from Unity-Technologies/Update-material-features-performance-
Update material features performance
7 年前
Paul Melamed
8668ed75
decals working on transparency
7 年前
Paul Melamed
cf795cc1
intermediate commit, switching to another branch
7 年前
Paul Melamed
c4bad05f
decal cluster debugging
7 年前
Paul Melamed
ffd9f57f
intermediate commit, decals pass info to gpu light culling
7 年前