sebastienlagarde
c3685a5c
Fix issue with decal
7 年前
GitHub
a8065d95
Add code for future experimentation
7 年前
GitHub
e8bd5bcf
Merge pull request #966 from Unity-Technologies/decals/clustered
Decals/clustered
7 年前
GitHub
b1935e07
Merge pull request #973 from Unity-Technologies/debug-menu-fix
NPE fix in the debug menu
7 年前
Evgenii Golubev
3ad3c7d7
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline
7 年前
Thomas
eb35bb1d
NPE fix
7 年前
GitHub
e315e2a7
Merge pull request #972 from EvgeniiG/improve_sss
Improve the quality of Disney SSS
7 年前
GitHub
4ce28f8a
Merge pull request #970 from Unity-Technologies/debug-menu-refactor
Debug menu refactor
7 年前
Thomas
f2dca11e
Changed the way DebugUpdater is intantiated to make it more reliable
7 年前
Thomas
4c9edfad
Skip empty panels in the runtime UI as well
7 年前
Thomas
8a390de1
Skip drawing empty panels
7 年前
Evgenii Golubev
2d48e00b
Merge branch 'master'
7 年前
Thomas
e7a59339
Avoid UInt warp at runtime
7 年前
GitHub
9ee2f5a0
Merge pull request #971 from Unity-Technologies/Remove-data
Move all TestBedPipeline and SmpleScenes to another reposityory (ScriptableRenderPipelineData)
7 年前
Thomas
b3839ff9
Utility method
7 年前
sebastienlagarde
19ef87e6
Move all TestBedPipeline and SmpleScenes to another reposityory (ScriptableRenderPipelineData)
7 年前
Thomas
44dd9f42
Merge branch 'master' into debug-menu-refactor
7 年前
sebastienlagarde
820f9616
Update package version to 0.1.32
7 年前
sebastienlagarde
a7a7812a
HDRenderPipeline: Revert a change on taaFrameIndex to allow package to work with Postprocess
7 年前
GitHub
da440119
Merge pull request #968 from Unity-Technologies/fix-shadergraph-submodule
Fix shader graph submodule
7 年前
GitHub
cb7bd10f
Merge pull request #969 from Unity-Technologies/Update-shadow-param
Update shadow parameter in UI
7 年前
sebastienlagarde
c4fab16a
Update shadow parameter in UI
7 年前
GitHub
b9f9a61e
Fix shader graph submodule
7 年前
Sebastien Lagarde
1209cffe
Bump package version
7 年前
GitHub
b878dd91
Merge pull request #967 from Unity-Technologies/improve-resources--management
Improve resources management
7 年前
Sebastien Lagarde
6fa0e210
Update render pipeline asset
7 年前
Sebastien Lagarde
0f30f74a
Do lazy evaluation for ReflectionProbePreview material
7 年前
Robert Srinivasiah
b106666f
Stereo-ize screen-space AABBs generation (AABBBoundsBuffer)
In order to stereo-ize this job, the following work was needed:
* Dispatch twice as many thread groups. Use the GroupID.y to select the eye being processed.
* Submit one set of convex bounds per eye. Two bounds are generated for each light.
* Submit stereo-aware projection matrices, passed in as an array, and indexed with the stereo eye index in the compute shader.
* Output one set of AABBs for each eye.
* Increase size of compute buffers to support the stereo case (WIP)
This was verified with the test suite and manually via RenderDoc.
7 年前
Sebastien Lagarde
4d0b3071
add shadow resource to renderpipeline resource
- Move shadow .shader and .compute from ShaderLibrary to Shadow folder
- Init material and compute throught SahdowAtlasInit
7 年前
Robert Srinivasiah
e4ac194b
Merge remote-tracking branch 'origin/master' into hdrp-xr-lighting
7 年前
Sebastien Lagarde
0c54bec9
Move resources outside of resource folder
- Move all shader/material in Resources folder to CoreResource folder
- Move DisplayShadowMap.Shader out of Resources folder
- Pass needed material to Core function through parameters
- Update reflection system to take RenderPipeline resource into account
7 年前
Paul Melamed
60d9cb71
address some PR comments
7 年前
Robert Srinivasiah
91d96ee3
Start building out stereo matrix arrays for tiled lighting jobs (WIP)
Stereo-ize the projection (and derived) matrices that get used in BuildGPULightListsCommon. This is a partial update for the C# side, no shader updates yet.
Also, append the right eye light cull data (bounds + volumes) to the master light list cull data.
7 年前
Sebastien Lagarde
2f370fd8
Remove undeleted meta
7 年前
Paul Melamed
429be124
Merge branch 'master' into decals/clustered
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
7 年前
Robert Srinivasiah
6626255e
Merge remote-tracking branch 'origin/master' into hdrp-xr-lighting
7 年前
GitHub
4c2e72ce
Merge pull request #965 from Unity-Technologies/Expose-bias-control-parameter
Expose bias control parameter
7 年前
sebastienlagarde
f115166b
Expose bias control parameter
7 年前
sebastienlagarde
3d515f02
HDRenderPipeline: Update shadow to be Tent3 by default
7 年前
GitHub
9a17ea34
Merge pull request #964 from Unity-Technologies/Add-support-of-Preview-sky
Add support of Preview sky
7 年前
sebastienlagarde
df5a7472
Add support of Preview sky
7 年前
sebastienlagarde
c5845945
Fix compil issue with Ontile and FPTL
7 年前
sebastienlagarde
eced067f
Rename Iridescence Thickness to Iridescence Layer Thickness
7 年前
sebastienlagarde
bdb10d8a
HDRenderPipeline: Fix issue with Velocity buffer being null when motion vector are disabled
7 年前
sebastienlagarde
fffecc61
HDRenderPipeline: Disable Shadow sample biasing due to its cost
7 年前
GitHub
2376836c
Merge pull request #858 from Unity-Technologies/shadows-biasing
Shadows biasing
7 年前
sebastienlagarde
e347d974
Merge remote-tracking branch 'refs/remotes/origin/master' into shadows-biasing
7 年前
GitHub
f41a8420
Merge pull request #962 from Unity-Technologies/shadergraph
Add Shader Graph repository as a submodule
7 年前
GitHub
fa72e030
Merge pull request #963 from Unity-Technologies/Fix-material-debug-mode
Fix material debug mode
7 年前
Robert Srinivasiah
68890aea
Use corrected screen size for generating tile size
Screen size != actual size (texture)
Interestingly, this is 'mostly' right at this point. The per-tile light lists for the right eye might not be exactly right, but the light data in the tile is correctly formatted. So next is generating the correct information in the tile!
7 年前