GitHub
71ba84c3
Merge pull request #74 from Unity-Technologies/Fix-point-light-shadow
HDRenderPipeline: Fix-point-light-shadow
8 年前
sebastienlagarde
291b4c6d
HDRenderPipeline: Fix-point-light-shadow
8 年前
Julien Ignace
9613bb46
- Added the possibility for material layers to inherit from the base layer normal map.
- Changed the way normal are handled in Lit/LayeredLit shader so that we could properly implement the point above (namely, GetSurfaceData now returns the tangent space normal instead of world space directly, this allows to blend them correctly for layered shader).
8 年前
GitHub
973d16b4
Merge pull request #73 from Unity-Technologies/LayeredLit
Layeredlit improvements
8 年前
Julien Ignace
0f63e44e
Merge branch 'master' into LayeredLit
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
8 年前
sebastienlagarde
5b4bc0d3
HDRenderPipeline: recreate HDRenderPipeline asset adn setup it in graphics settings
8 年前
Evgenii Golubev
08cf94d6
Fix anisotropic GGX (again)
8 年前
sebastienlagarde
373eab23
HDRenderPipeline: Forget to rename the main cs file
8 年前
Evgenii Golubev
3758fdee
Fix the white furnace test failure
8 年前
GitHub
0a0c9298
Merge pull request #72 from Unity-Technologies/moveShaderPropertiesToInlcudeFile
HDRenderPipeline: Move shader properties to a dedicated include file (request from demo team)
8 年前
Evgenii Golubev
4e84f59a
Remove redundant operations
8 年前
sebastienlagarde
da1063e4
HDRenderPipeline: Move shader properties to a dedicated include file (request from demo team)
8 年前
Evgenii Golubev
0a562a91
Optimize the computation of 'NdotL' during importance sampling
8 年前
sebastienlagarde
70e09822
Delete HDRenderLoop asset
8 年前
Evgenii Golubev
839c2ec2
Add a TODO
8 年前
GitHub
23f2ee44
Merge pull request #71 from Unity-Technologies/Renaming-HDRenderLoop
Renaming hdrenderloop to hd renderPipeline
8 年前
Evgenii Golubev
66d2b7d7
Remove GetShiftedNdotV() from IntegrateGGXAndDisneyFGD()
8 年前
sebastienlagarde
cb97b488
HDRenderLoop: Rename renderLoop to renderContext
8 年前
Evgenii Golubev
ec1f1b58
Implement D_GGX_Visible()
8 年前
sebastienlagarde
b890244e
HDRenderLoop: Rename the directory HDRenderLoop in HDRenderPipeline
8 年前
Evgenii Golubev
a0e8eceb
Remove clamp from anisotropic GGX
8 年前
sebastienlagarde
aacfb575
Rename HDRenderLoop to HDRenderPipeline
8 年前
Evgenii Golubev
83703533
Remove the clamp - it is not necessary
8 年前
GitHub
f3e5d8cd
Merge pull request #70 from EvgeniiG/master
Improve the quality of EnvMap filtering
8 年前
Evgenii Golubev
fff4efdf
Remove multiple definitions of the light sampling texture dimensions
8 年前
Evgenii Golubev
b1ef27bc
Update comments
8 年前
Evgenii Golubev
360609df
Reduce the importance sampling bias
8 年前
Evgenii Golubev
1b52a0cc
Make sure light sampling (and eventually MIS) can be correctly toggled at runtime.
8 年前
Evgenii Golubev
7ad2f0d1
Clamp NaNs arising during light sampling
8 年前
Evgenii Golubev
a8c79dbc
Move UNITY_SPECCUBE_LOD_STEPS out of D3D11.hlsl
8 年前
Evgenii Golubev
6f11466b
Revert the UNITY_SPECCUBE_LOD_STEPS change
8 年前
Evgenii Golubev
cd501ebc
Vary the sample count depending on roughness
8 年前
Evgenii Golubev
26726ebe
Improve MIS texture parameter naming
8 年前
Evgenii Golubev
0ec36b00
Remove randomization
8 年前
Evgenii Golubev
77cca537
Remove extra bias
8 年前
Evgenii Golubev
f25905a5
Remove random + 0.5
8 年前
Evgenii Golubev
ff3bc37e
Add TODOs
8 年前
Evgenii Golubev
2da423a6
Bias importance sampling
8 年前
Evgenii Golubev
efd3ad16
Replace tangent frames with 'localToWorld'
8 年前
Evgenii Golubev
1af099df
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into MIS
8 年前
Evgenii Golubev
6fed15cc
Correct and rename UNITY_SPECCUBE_LOD_STEPS
8 年前
GitHub
41a8c8e2
Merge pull request #69 from Unity-Technologies/refactorentrypoint
Refactorentrypoint
8 年前
Tim Cooper
dfee6188
Merge branch 'master' into refactorentrypoint
8 年前
Evgenii Golubev
e5351e0c
Factor out BinarySearchRow()
8 年前
Tim Cooper
2a19f5f7
Remove camera provider (pass from C++ again) + update loops to match new unity side code.
8 年前
Evgenii Golubev
ab866dab
Add the initial implementation of light importance sampling
8 年前
Tim Cooper
5b39107f
Make changes based on joachims feedback.
-Split Asset / created instance more cleanly.
-Asset provides an RenderLoop instance that can be used for rendering
-Remove data store (implicitly the loop instance now)
8 年前
Evgenii Golubev
d1f3563b
Rename ImportanceSampleGGXViewIndDir() to ImportanceSampleGGXDirVeqN()
8 年前
Tim Cooper
287456d2
fix final issues (possible null ref + calling wrong function on cleanup)
8 年前
Evgenii Golubev
e195a008
Remove semicolons after macro definitions
8 年前