Sebastien Lagarde
|
da3da19b
|
HDRenderPipeline: Attempt to fix cluster rendering
|
8 年前 |
Evgenii Golubev
|
93d62bbb
|
Use point sampling to avoid filtering across depth discontinuities
|
8 年前 |
Sebastien Lagarde
|
408e09aa
|
HDREnderLoop: Fix cluster lighting + rename base layer to main layer
- Cluster opaque is working but cluster transparent is not working
- Change name base layer to Main layer influence
- Clean some unused code
|
8 年前 |
Evgenii Golubev
|
7d07a953
|
Optimize and remove dead code
|
8 年前 |
Sebastien Lagarde
|
a5af41b2
|
HDRenderPipeline: Remove reflection probe to prevent NULL fail until fix.
|
8 年前 |
Evgenii Golubev
|
8aa3f256
|
Accurately sample the combination of two Gaussians
|
8 年前 |
sebastienlagarde
|
e0d3ad66
|
HDRenderPipeline: Quix fix about HeightBlend mode v2 for layered material
|
8 年前 |
Evgenii Golubev
|
27059d4f
|
Use standard deviation instead of variance as it is more intuitive
|
8 年前 |
GitHub
|
906bb804
|
Merge pull request #119 from EvgeniiG/master
Tweak the behavior of the procedural sky
|
8 年前 |
Evgenii Golubev
|
0447d898
|
Increase max. supported variance to 4
|
8 年前 |
Evgenii Golubev
|
fa646a10
|
Separate "scatter push" for Rayleigh and Mie
|
8 年前 |
sebastienlagarde
|
24f0a144
|
HDRenderPipeline: Move Density/opacity of Layered material in standard mode
|
8 年前 |
Evgenii Golubev
|
1014d65e
|
Improve bilateral weighting and alpha blending
|
8 年前 |
Evgenii Golubev
|
4c2626c3
|
Disable height fog during cubemap rendering
|
8 年前 |
GitHub
|
ecd950f5
|
Merge pull request #118 from Unity-Technologies/Update-layered-material
HDRenderPipeline: Update layered material
|
8 年前 |
Evgenii Golubev
|
e4af7f76
|
Improve bilateral weighting
|
8 年前 |
Evgenii Golubev
|
399b7f4d
|
Prevent the rotation of the sun with the sky
|
8 年前 |
GitHub
|
85cd5542
|
Merge pull request #117 from EvgeniiG/master
Fix the flipped Y axis (due to a D3D convention) for the procedural sky
|
8 年前 |
Evgenii Golubev
|
48b18910
|
Improve the quality of importance sampling
|
8 年前 |
Evgenii Golubev
|
b1a7cdc0
|
Fix the flipped Y axis (due to a D3D convention) for the procedural sky
|
8 年前 |
Chman
|
5cd2bb50
|
Removed useless code
|
8 年前 |
sebastienlagarde
|
810afcf1
|
HDRenderPipeline: Update layered material
|
8 年前 |
Evgenii Golubev
|
2f1d213f
|
Importance sample two Gaussians based on the interpolation weight
|
8 年前 |
Evgenii Golubev
|
269e987f
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
|
8 年前 |
Chman
|
f8c4dad7
|
Find serialized properties using an expression instead of a string (safer and won't break on refactor)
|
8 年前 |
GitHub
|
1d3fd842
|
Merge pull request #116 from Unity-Technologies/Add-layered-displacement
HDRenderPipeline: Add Layered Displacement + fix issue with sky + some clean
|
8 年前 |
Evgenii Golubev
|
d892fdad
|
Reduce the minimal supported variance to 0.05
|
8 年前 |
Julien Ignace
|
3fdb1fb7
|
Missing files
|
8 年前 |
sebastienlagarde
|
be649c1e
|
HDRenderPipeline swap g and b for details mask / ansiotropy
|
8 年前 |
Evgenii Golubev
|
061001e0
|
Use lerp(max1, max2) to determine the radius rather than the average
|
8 年前 |
Julien Ignace
|
3a51e665
|
Start of new small framework for debugging stuff in HDRenderPipeline. Used it for shadow map visualization.
|
8 年前 |
sebastienlagarde
|
66834685
|
HDRenderPipeline: Add Layered Displacement + fix issue with sky + some clean
- HDRI reflection is flipped, but HDRI and procedural sky are flipped
each other. For now fix the HDRI sky and we will fix procedural sky
after
|
8 年前 |
Evgenii Golubev
|
ae7b5723
|
Tweak the bilateral scale
|
8 年前 |
Tim Cooper
|
d429e630
|
update assets
|
8 年前 |
sebastienlagarde
|
d947af3f
|
HDRenderPipeline: Add reflection probe test
|
8 年前 |
Evgenii Golubev
|
df6d69e8
|
Implement the initial version of custom SSS filters
|
8 年前 |
Tim Cooper
|
32acc565
|
[hdloop]Add sky asset + common settings asset.
|
8 年前 |
GitHub
|
32457b2e
|
Merge pull request #114 from Unity-Technologies/Update-weights-calculation
HDRenderPipeline: Update weight calculation for layering
|
8 年前 |
Evgenii Golubev
|
3e4a07ec
|
Rename '_FilterWidth' to '_FilterRadius'
|
8 年前 |
Tim Cooper
|
171302ee
|
Merge branch 'preview-cameras' into refactor-hdloop
Conflicts:
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
|
8 年前 |
sebastienlagarde
|
4f0f829e
|
HDRenderPipeline: Update weight calculation for layering
|
8 年前 |
Evgenii Golubev
|
0d58fd17
|
Use bilinear filtering for all textures
|
8 年前 |
Tim Cooper
|
d4271c8c
|
Merge remote-tracking branch 'origin/master' into preview-cameras
|
8 年前 |
sebastienlagarde
|
50a39496
|
HDRenderPipeline: Batch of fix for tesselation shaders
|
8 年前 |
Evgenii Golubev
|
aa6bf886
|
Implement the initial version of the SSS algorithm
|
8 年前 |
GitHub
|
f2eb9af9
|
Merge pull request #113 from Unity-Technologies/Add-two-sided-test-scene
HDRenderPipeline: Add two sided test scene + clean a bit test directory
|
8 年前 |
Evgenii Golubev
|
738befc5
|
Make a copy of the stencil buffer
|
8 年前 |
sebastienlagarde
|
ddc209b1
|
HDRenderPipeline: Add two sided test scene + clean a bit test directory
|
8 年前 |
Evgenii Golubev
|
21be7561
|
Merge branch 'master' into SSSSS
|
8 年前 |
Evgenii Golubev
|
087242cd
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
|
8 年前 |