Julien Ignace
9e3a6300
Fixed directional shadow for transparent shaders by adding the right defines.
7 年前
rthompson-unity
8ce77600
Removed all use of GPUFences if async compute is not in use. Fixed a missing command buffer release in PushGlobalParams
7 年前
sebastienlagarde
19d8082a
First draft of new light editor
7 年前
Filip Iliescu
3a0d938d
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
7 年前
Julien Ignace
af05920d
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_DeferredDirShadow
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
# ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/RenderPipelineResources.cs
7 年前
sebastienlagarde
b748a6bc
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
7 年前
Filip Iliescu
795d7fe8
add particle test scene
7 年前
sebastienlagarde
8a546726
HDRenderPipeline: Update some test material incorrectly flagged as SSS
7 年前
GitHub
cf23ecf8
Merge pull request #390 from Unity-Technologies/fptl_async_compute
Added async compute to fptl light list build.
7 年前
sebastienlagarde
44423085
HDRenderPipeline: Update pathname that are use for resource creation after the directory have been reorganize
7 年前
sebastienlagarde
402645af
HDRenderPipeline: Update a variable name in layered shader UI based on feedback
7 年前
Julien Ignace
d4b9dd15
Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting.
7 年前
sebastienlagarde
9ae2a6d0
HDRenderPipeline: Fix issue with tessellation shadow and camera relative code
The view position matrix calculated by the tessellation code for culling
was in absolute space and not in relative space
7 年前
Julien Ignace
e1c83556
Fixed ShadowsTest scene directional light parameters (was MSM instead of PCF)
7 年前
sebastienlagarde
8ff7a532
HDRenderPipeline: Fix issue with flickering black screen in scene view
The code in this PR cause flickering in scene view. Don't know the
reasons. Revert for now.
7 年前
Julien Ignace
c7cdfd34
Downsized all textures from Fern/Tree assets
7 年前
Julien Ignace
962dabd4
Update ShadowsTest scene (made geometry static and added a reflection probe).
7 年前
Julien Ignace
35694075
Fix shader compilation issue on PS4
7 年前
Sebastien Lagarde
1641bba9
HDRenderPipeline: Fix various warning in csharp and shader
7 年前
sebastienlagarde
d7ae6457
HDRenderPipeline: Update minor comment on proxy volume
7 年前
sebastienlagarde
11e5ff03
HDRenderPipeline: Fix an issue with proxy volume. Was not working and broken with camera relative
7 年前
GitHub
465a57d0
Merge pull request #396 from Unity-Technologies/specular-occlusion
Specular occlusion - draft
7 年前
sebastienlagarde
dffeb424
Small fix for extreme value
7 年前
sebastienlagarde
05c7d851
Fix issue with last merge + make bent normal work
7 年前
sebastienlagarde
63ce8f11
Add missing meta
7 年前
sebastienlagarde
1ec4ca3b
Merge remote-tracking branch 'refs/remotes/origin/master' into specular-occlusion
# Conflicts:
# ScriptableRenderPipeline/Core/ShaderLibrary/CommonLighting.hlsl
7 年前
GitHub
f14653df
Merge pull request #395 from Unity-Technologies/Add-multibounce-approximation-on-AO-
Add multibounce approximation on ao
7 年前
sebastienlagarde
ed1cd58c
Add comment
7 年前
sebastienlagarde
bf01ba3b
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-multibounce-approximation-on-AO-
7 年前
Evgenii Golubev
1bfec348
Add ShaderVariables.hlsl to the procedural sky shader
7 年前
Sebastien Lagarde
23bcdad7
add support of basic specular occlusion (intersection of cone)
7 年前
Julien Ignace
55bd39cb
- Updated ShadowsTest scene with a setup of cameras.
- Split Input Registering code from DebugActionManager and used it to register inputs for FreeCamera
7 年前
sebastienlagarde
93ab200c
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-multibounce-approximation-on-AO-
7 年前
GitHub
77fe7881
Merge pull request #394 from Unity-Technologies/bent-normal-and-specular-occlusion
add bent normal support
7 年前
Sebastien Lagarde
22b1a958
Merge remote-tracking branch 'refs/remotes/origin/master' into bent-normal-and-specular-occlusion
7 年前
GitHub
dd6ac2f3
Merge pull request #393 from Unity-Technologies/Branch_LitAndLayeredImprovements
Branch litandlayeredimprovements
7 年前
Julien Ignace
008bb5f3
Layered shader: Moved Material reference UI at the bottom and added the possibility to synchronize everything but the UV related properties of all the layers.
7 年前
Sebastien Lagarde
beedb90d
Add support for bent normal on lit and layered shader
Remove horizon fade as it is useless and produce artifact
7 年前
Julien Ignace
d2441929
Unlocked UV sets for Layer0 and BlendMask for layered shader.
7 年前
Sebastien Lagarde
f8e4f5df
Merge remote-tracking branch 'refs/remotes/origin/master' into bent-normal-and-specular-occlusion
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
7 年前
Evgenii Golubev
bb1bc475
Fix camera-relative rendering of the procedural sky
7 年前
Julien Ignace
16b88581
Heightmap min/max are now in centimeters
7 年前
sebastienlagarde
c635afcd
Add multi bounce approximation on SSAO (Colored AO)
7 年前
Evgenii Golubev
5bcd2d03
Fix an issue with reconstruction of WS positions in the procedural sky code
7 年前
Julien Ignace
d2e6ad3c
Smoothness now has a min/max slider for remapping when a texture is provided (otherwise, the regular slider is still available).
7 年前
GitHub
a7bad06d
Merge pull request #392 from Unity-Technologies/Branch_LitAndLayeredImprovements
Removed DetailMask and Emissive Mode.
7 年前
Julien Ignace
2d461ae1
Removed DetailMask and Emissive Mode.
- Detail mask is now always in the blue channel of the mask map
- Emissive is now EmissiveMap * EmissiveColor * lerp(1.0, Albedo, albedoAffectEmissive) with EmissiveMap being optional.
7 年前
GitHub
caa90067
Merge pull request #391 from Unity-Technologies/Branch_LitAndLayeredImprovements
Branch litandlayeredimprovements
7 年前
Julien Ignace
2e93ea50
Removed the now useless "normal map sampling with bias" code.
7 年前
Julien Ignace
ba7a39b0
Normal map influence now lerps to the tangent space vertex normal instead of lower mip of the normal map. Less artifacts and probably better performance.
7 年前