Sebastien Lagarde
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b60287f0
|
HDRenderPipeline: Make distance based edge factor (WIP, lot of thing to change)
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8 年前 |
Sebastien Lagarde
|
2c3c1e87
|
HDRenderPipeline: Renaming missing file
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8 年前 |
Sebastien Lagarde
|
83594dd2
|
HDRenderPipeline: Big renaming Tesselation => Tessellation
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8 年前 |
Sebastien Lagarde
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8f97c56c
|
HDRenderPipeline: Add Phong tesselation
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8 年前 |
Robert Cupisz
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9fc44597
|
TextureCache shouldn't derive from UnityEngine.Object
1. No need. 2. When it does, and it's created with new(), ==null checks
don't work as expected and the objects newer get cleaned up, leaking
memory.
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8 年前 |
Julien Ignace
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47800dae
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Fixed a number of issues on PS4
- Some shaders not compiled for PS4
- Shaders testing depth when no depth buffer were bound (which works fine on DX11)
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8 年前 |
GitHub
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a04d917d
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Merge pull request #92 from Unity-Technologies/Branch_fix-ps4-hdrenderloop
Fixed a number of compilation issue with PS4.
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8 年前 |
Julien Ignace
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7b7eb3b4
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Fixed a number of compilation issue with PS4.
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8 年前 |
GitHub
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900efeeb
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Merge pull request #91 from Unity-Technologies/Branch_update-layered-test-scene
Updated LayeredLit test scene with latest changes.
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8 年前 |
GitHub
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789af10a
|
Merge pull request #89 from Unity-Technologies/Add-tesselation
Add tesselation
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8 年前 |
sebastienlagarde
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3566a95a
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HDRenderPipeline: Upgrade after Julien change
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8 年前 |
sebastienlagarde
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ae5b9db5
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Merge remote-tracking branch 'refs/remotes/origin/master' into Add-tesselation
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8 年前 |
sebastienlagarde
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120fb435
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HDRenderPipeline: First draft of tesselation, working for base layer only
need a big refactor, will change all code for performance but it is to
allow artists to work.
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8 年前 |
Evgenii Golubev
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f361a6b3
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Adjust the way the importance sampling bias is calculated
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8 年前 |
sebastienlagarde
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a6377673
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Merge remote-tracking branch 'refs/remotes/origin/master' into Add-tesselation
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8 年前 |
Evgenii Golubev
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5e512acb
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Improve the formulation of the dominant specular dir
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8 年前 |
sebastienlagarde
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14785f65
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HDRenderPipeline: commit unworking code
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8 年前 |
Evgenii Golubev
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d04e32fb
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Vary the importance sampling bias with roughness
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8 年前 |
sebastienlagarde
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4e4aa246
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Merge remote-tracking branch 'refs/remotes/origin/master' into Add-tesselation
|
8 年前 |
Julien Ignace
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339762d5
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Updated LayeredLit test scene with latest changes.
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8 年前 |
GitHub
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1bdb150d
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Merge pull request #90 from Unity-Technologies/Branch_fix_height_amplitude
Fixed previous CL for height scale bias handling. Shader code is not the same as what is shown in the interface (was causing weird GUI behavior)
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8 年前 |
Evgenii Golubev
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a55223d2
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Implement an improved version of GetSpecularDominantDir()
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8 年前 |
sebastienlagarde
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b60bd965
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HDRenderPipeline: Fix various issue with tesselatoin + depth offset
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8 年前 |
Julien Ignace
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a083a47e
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Fixed previous CL for height scale bias handling. Shader code is not the same as what is shown in the interface (was causing weird GUI behavior)
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8 年前 |
Evgenii Golubev
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be1f01e1
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Move 'iblMipLevel' to PreLightData
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8 年前 |
sebastienlagarde
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1f56f50b
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HDRenderPipeline: Working version of fixed tesselation
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8 年前 |
GitHub
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82cd8f40
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Merge pull request #88 from Unity-Technologies/Branch_layered-additive-vertexcolor
Branch layered additive vertexcolor
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8 年前 |
Evgenii Golubev
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440e138a
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Improve comments
|
8 年前 |
sebastienlagarde
|
8143ee71
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HDRenderPipeline: make the shader compile
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8 年前 |
Julien Ignace
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bdb225d7
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Now vertex color is remapped between -1 and 1 and added to the mask map when using both at the same time for layered lit shader (instead of being multiplied)
|
8 年前 |
GitHub
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48ba5b97
|
Merge pull request #87 from Unity-Technologies/change-heightmap-scale
Changed the way heightmaps scale and bias are displayed in the GUI. It's now H = (h - center) * amplitude.
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8 年前 |
Evgenii Golubev
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d5a0ffa8
|
Fix typos
|
8 年前 |
sebastienlagarde
|
589fe428
|
HDRenderPipeline: More work on tesselation
|
8 年前 |
Julien Ignace
|
0d4ab3d2
|
Changed the way heightmaps scale and bias are displayed in the GUI. It's now H = (h - center) * amplitude.
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8 年前 |
Evgenii Golubev
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49f1ca22
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Implement the correct approximated version of mipmapLevelToPerceptualRoughness()
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8 年前 |
sebastienlagarde
|
dbf04c5b
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-tesselation
|
8 年前 |
GitHub
|
b2c7555b
|
Merge pull request #82 from EvgeniiG/master
Improve consistency
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8 年前 |
Evgenii Golubev
|
1272e08c
|
Move orthonormalization into GetSurfaceAndBuiltinData()
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8 年前 |
GitHub
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5f068671
|
Merge pull request #84 from Unity-Technologies/Fix-baked-lightmap-rgbm
Moved enlighten emissive RGBM stuff into EntityLighting.hlsl
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8 年前 |
Evgenii Golubev
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96c60309
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Orthonormalize TBN
|
8 年前 |
GitHub
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ce84e650
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Merge pull request #86 from Unity-Technologies/fix-shader-warning
Fixed some shader warnings.
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8 年前 |
Evgenii Golubev
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a17c38b0
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Remove a comment
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8 年前 |
Julien Ignace
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dd7221d4
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Fixed some shader warnings.
|
8 年前 |
GitHub
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0b99de23
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Merge pull request #85 from Unity-Technologies/fix-lit-shader-GUI
Fixed lit and layered lit shaders GUI binding (was wrong because of namespace changes)
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8 年前 |
Evgenii Golubev
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dbb2420b
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Add more Fibonacci numbers
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8 年前 |
Julien Ignace
|
d74017b4
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Fixed lit and layered lit shaders GUI binding (was wrong because of namespace changes)
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8 年前 |
Evgenii Golubev
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58c24700
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Clamp the MIP map level to UNITY_SPECCUBE_LOD_STEPS
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8 年前 |
Julien Ignace
|
aa1bffc3
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Moved enlighten emissive RGBM stuff into EntityLighting.hlsl
|
8 年前 |
GitHub
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96590201
|
Merge pull request #83 from Unity-Technologies/Fix-baked-lightmap-rgbm
Fixed baked lightmap so that they are read in RGBM in HDRenderPipeline.
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8 年前 |
Evgenii Golubev
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b68675c5
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Use more samples by default
|
8 年前 |