Evgenii Golubev
c3acc973
Initial implementation of BuildProabilityTables()
8 年前
Evgenii Golubev
52100761
Use texture Load() instead of sampling
8 年前
Evgenii Golubev
0b7d0d75
Update the comment
8 年前
Evgenii Golubev
5f0870cc
Update comments and store the value of the integral of the image
8 年前
Evgenii Golubev
9ec4d867
Clean up
8 年前
Evgenii Golubev
c31ad089
Build probability tables using only 2D textures (cubemaps as arrays)
8 年前
Evgenii Golubev
3c94f605
Store the MIS data in an equiareal map
8 年前
Evgenii Golubev
33a76e5a
Factor out PARALLEL_SCAN()
8 年前
Evgenii Golubev
e195a008
Remove semicolons after macro definitions
8 年前
Evgenii Golubev
fff4efdf
Remove multiple definitions of the light sampling texture dimensions
8 年前
Sebastien Lagarde
a1e0f1e9
Rename scriptableRenderLoop Folder to ScriptableRenderPipeline
- Rename all "loop" name to "pipeline" name for FPTL/Basic/HD
- Update all include in HDRenderPipeline to match C++ #include path that
is Asset/ScriptableRenderPipeline
Caution: This PR require the new C++ code
8 年前
sebastienlagarde
ddd7d5d5
HDRenderPipeline: Change all include shader absolute path to relative path
8 年前
sebastienlagarde
b088bb9a
HDRenderPipeline: Moive all shaders/compute into resources asset
+ fix an issue with building player with debug menu
7 年前
Peter Bay Bastian
a1133cd9
Update #includes of ShaderLibrary to new path
7 年前
Evgenii Golubev
5ed87a9c
Optimize anisotropic GGX
7 年前
Evgenii Golubev
4cd2d228
Replace all sampler macros with SAMPLER
7 年前
Evgenii Golubev
679080c3
Remove 'sampler_EnvMap'
7 年前
sebastienlagarde
4b26e012
Move all core file to subfolder CoreRP + update shader include path to CoreRP/ShaderLibrary
7 年前
Julien Ignace
d4548639
Added #pragma_only_renderers to compute shaders.
7 年前
Kay Chang
53b01e3a
WIP adding Switch support.
6 年前
Kay Chang
c279dc9c
Re-added modified files for Switch without BOM.
6 年前