Matt Dean
cf30e087
Merge branch 'hackweek2017' of https://github.com/stramit/MaterialGraph into hackweek2017
8 年前
bfogerty
5b4645b7
Procedural, Math, and UV Nodes
8 年前
Andre McGrail
c127b19f
-Moved cube map node
-Tweaked colour guide texture
-Fixed time node
8 年前
Matt Dean
942d8736
Fixed dot error on RGBtoLuminance
8 年前
Matt Dean
2c5dc651
Cleanup
Cleaned up new nodes
Changed Function3Input kShaderNames to be protected
8 年前
Florent Guinier
7ae13517
SwizzleNode now working
8 年前
Tim Cooper
3094ee75
Merge branch 'new-importer-workflow' into hackweek2017
8 年前
Florent Guinier
cbbf048e
Fix SwizzleNode step1
8 年前
Andre McGrail
2dbd4aa3
Added nodes
-Ceil
-Exponential
-Floor
-Frac
-HSVtoRGB
-Hue
-InverseLerp
-OneMinus
-Remap
-RGBtoHCV
-RGBtoHSV
-Round
-Sign
-SquareRoot
-Step
-Trunc
-FMod
-Log
WIP Nodes
-ComponentSplitNode
-Cubemap
-Function1in3out
8 年前
Tim Cooper
8f917469
Fix saving the shader so that it can be used on objects in the scene.
8 年前
Florent Guinier
8f28c9f1
move levelNode to "range" menu
8 年前
Tim Cooper
8bbb99b1
fix up serialisation on load.
8 年前
Florent Guinier
6f40e6a8
Level node (this time working :))
8 年前
Tim Cooper
1896e42f
[Improvements]Change workflow to work with new montreal importer work (scriptable importer)
8 年前
Florent Guinier
ce59a9db
Step1 for LevelNode
8 年前
Tim Cooper
c0b51820
fixing after merge
8 年前
Peter Bay Bastian
9e18b962
Temporarily disable pixel caching due to issues with IMGUI controls
8 年前
Tim Cooper
591ca2fd
Start upgrade to new graph view.
8 年前
Filip Iliescu
ac3a3376
remove local atomics from FPTL for Mobile
8 年前
Antti Tapaninen
6905e65f
Merge branch 'master' into metal
8 年前
Antti Tapaninen
77eb16d6
Merge branch 'master' into metal
8 年前
Antti Tapaninen
42af929e
Merge branch 'metal' of github.com:Unity-Technologies/ScriptableRenderLoop into metal
8 年前
Filip Iliescu
7344b48c
update project settings for iOS and metal
8 年前
Filip Iliescu
9c8adb1a
enable panaroma for iOS
8 年前
Antti Tapaninen
3a792c86
remove .orig file
8 年前
sebastienlagarde
2e15537d
HDRenderPipeline: rename disableFptlWhenClustered to enableFptlForOpaqueWhenClustered
8 年前
sebastienlagarde
53c4ba59
HDRenderPipeline: Apply tiling on both base and details map (was only on base)
8 年前
runes
8d6eac51
compile fixes for xbox one
8 年前
runes
84860a17
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
runes
cb7bce50
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
uygar
4ab44f55
Added missing call to postupdate in shadow atlas after rendering the last shadowmap.
8 年前
uygar
15b40544
Updated project version to new version formatting.
8 年前
uygar
4d0a2ea9
Capitalized unpack function name.
8 年前
uygar
72e1a88c
Fixed shader compilation errors caused by the previous merge when enabling the new shadow system.
8 年前
uygar
77102a68
Merge branch 'master' into shadows
8 年前
uygar
e54554a7
Assigned proper tile producer to hdrenderpipeline.
8 年前
uygar
26a238ec
Disabled new shadow system again in preparation of a merge into the main branch.
8 年前
uygar
02ed6370
Added a new ShadowPayload struct that contains 4 ints to cut down on the number of buffer load instructions in shaders.
Updated the code to use the new shadow payload struct instead of a simple int[] array.
Removed an obsolete assertion.
8 年前
uygar
02e3fa95
Moved shadow sampling patterns into a new file called ShadowSampling.hlsl.
Modified functions in ShadowAlgorthims.hlsl to use the sampling functions in the new sampling header.
8 年前
runes
2ce17b6c
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
uygar
9372c439
Moved shadow setup related code into its own class to make separation from the light loop easier.
8 年前
uygar
a9dc4866
Modified ShadowmapBase by adding a new enum bitmask designating the supported shadow types by this shadowmap.
Modified ShadowManager to take an array of shadow maps instead of only one. The shadowmanager will allocate lights according to each shadowmap's supported shadows mask. Shadowmaps are traversed in order specified in the constructor. Currently there's a limit of 4 maps per light type.
Changed shadow sampling functions in shader code to support multiple comparison samplers.
Modified tilepass to pass two shadowmaps, one for directional, one for point lights, to the shadowmanager to test the new functionality. This will probably change again soon.
8 年前
uygar
7f956895
Removed obsolete line from shadow.hlsl file.
Replaced tabs with spaces.
8 年前
uygar
c8a27740
Merge branch 'master' into shadows
8 年前
Evgenii Golubev
7cabcadf
Use DrawProcedural() for drawing full screen
8 年前
Evgenii Golubev
ed2dfbc7
Fix build issues of the Unity player
8 年前
Evgenii Golubev
5bc9c921
Avoid incorrectly shading the skybox region
8 年前
Evgenii Golubev
538bf3b2
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Evgenii Golubev
0d77adff
Implement faster (achromatic) bilateral weighting
8 年前
Evgenii Golubev
1de4ebd0
Use more efficient parameter clamping
8 年前