19 次代码提交 (cdb3a8a7-5b77-43cf-8c55-0e2879474371)

作者 SHA1 备注 提交日期
sebastienlagarde b2fcddbf HDRenderPipeline: Split reference code of lit shaders to increase readability 7 年前
sebastienlagarde ea1d4cf6 First draft for aniso as materialId 7 年前
Evgenii Golubev 594d4513 Fix IntegrateSpecularGGXIBLRef() for the standard GGX 7 年前
Evgenii Golubev 5447c95b Clean up multi-bounce GGX code 7 年前
Evgenii Golubev 2139db69 Pass the correct parameter to DisneyDiffuse() 7 年前
Sebastien Lagarde c368db5a HDRenderPipeline: Add support for light specular color tint 7 年前
Evgenii Golubev 29a7411c Apply the albedo during lighting only once in PostEvaluateBSDF() 7 年前
Evgenii Golubev 703152bd Replace GetViewShiftedNormal() with GetViewReflectedNormal() 7 年前
Evgenii Golubev 5ed87a9c Optimize anisotropic GGX 7 年前
Sebastien Lagarde c514f914 first compile version 7 年前
Sebastien Lagarde 7162db83 Fix various compilation issue 7 年前
sebastienlagarde 97898a85 Move everything to bitfield 7 年前
Evgenii Golubev 6cda90aa Rename HasMaterialFeatureFlag() to HasFeatureFlag() 7 年前
Evgenii Golubev 83cff96d Remove attenuation of box lights and massage the code a bit 7 年前
Frédéric Vauchelles b0889a10 [PlanarReflectionProbe] Fixed capture position 7 年前
Sebastien Lagarde 1e28cf53 change clampNdotV and only affect BSDF (i.e only analytic specular) 7 年前
Evgenii Golubev 19824028 Use ClampNdotV() everywhere except where vector addition/subtraction is involved 7 年前
sebastienlagarde 870dbb61 Large refactor of transmission code to share it between material 6 年前
sebastienlagarde 1555fbce HDRP: More renaming for camera relative rendering (rename lightDefinition) 6 年前