sebastienlagarde
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3f72173b
|
Fix issue with wrong blend hierarchy used
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7 年前 |
sebastienlagarde
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e2537ce0
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Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-refraction-cubemap-support
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
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7 年前 |
sebastienlagarde
|
5fab912f
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Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Refactor-LightLoop-Glue-Code
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7 年前 |
sebastienlagarde
|
c0b5b529
|
HDRenderPipeline: Fix issue with accumate light not accumulating correctly
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7 年前 |
sebastienlagarde
|
6c9a5ca6
|
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-refraction-cubemap-support
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7 年前 |
sebastienlagarde
|
bc558cb7
|
HDRenderPipeline: Rename ImageBasedLighting to IndirectLighting
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7 年前 |
Frédéric Vauchelles
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862ddcdd
|
Updated tests
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7 年前 |
sebastienlagarde
|
687e2270
|
fix aggregateLighting typo
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7 年前 |
Frédéric Vauchelles
|
a1b6f2fd
|
Restored basic BC6H compression
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7 年前 |
sebastienlagarde
|
1d286a5e
|
Refactor after feedback of the PR
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7 年前 |
Frédéric Vauchelles
|
317de042
|
Use the texture count instead of hash to detect runtime updates for textures
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7 年前 |
sebastienlagarde
|
a03ef23d
|
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Refactor-LightLoop-Glue-Code
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7 年前 |
Sebastien Lagarde
|
c368db5a
|
HDRenderPipeline: Add support for light specular color tint
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7 年前 |
Frédéric Vauchelles
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2fb41866
|
(wip) Added BC6H fast encode
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7 年前 |
Sebastien Lagarde
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aab7798a
|
HDRenderPipeline: Add refraction cubemap support
- Just a draft, don't work correctly
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7 年前 |
Frédéric Vauchelles
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5d435f0e
|
Test scene for realtime cubemaps
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7 年前 |
Sebastien Lagarde
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935bfd9b
|
HDRenderPipeline: Refactor LightLoop glue code
- add a "Lighting" structure in material that replace LightAccumulator
- use it in all prototype
- Material now apply the weights
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7 年前 |
GitHub
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3ed7e798
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Merge pull request #526 from Unity-Technologies/Refactor-Lit-shader
HDRenderPipeline: Split Lit and LayeredLit data file in several part to make it more readable
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7 年前 |
sebastienlagarde
|
4287ed02
|
HDRenderPipeline: Split Lit and LayeredLit data file in several part to make it more readable
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7 年前 |
GitHub
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d4f061ad
|
Merge pull request #527 from EvgeniiG/Unity-2017.3
Fix small issues with the Disney Diffuse BRDF
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7 年前 |
sebastienlagarde
|
bb4add89
|
Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into Unity-2017.3
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7 年前 |
GitHub
|
081fbb34
|
Merge pull request #525 from Unity-Technologies/feature/syncDoubleSidedGI
Automatically sync double sided GI property with material's double si…
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7 年前 |
Frédéric Vauchelles
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55f274a4
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Automatically sync double sided GI property with material's double sided property
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7 年前 |
sebastienlagarde
|
e72ce9d4
|
HDRenderPipeline: Update label of thickness for SSS
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7 年前 |
sebastienlagarde
|
bcd7b928
|
HDRenderPipeline: Add debug mode for SSAO/GTAO
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7 年前 |
sebastienlagarde
|
37b16373
|
HDRenderPipeline: Bind opaqueAtmsophericScattering shader to test resources asset
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7 年前 |
sebastienlagarde
|
9e42a42c
|
HDRenderPipeline: Add basic specular occlusoin support from Ambient occlusion map
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7 年前 |
Felipe Lira
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ced47738
|
Added standard particle unlit. Created Particles ShaderGUI based on standard GUI. Removed distortion.
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7 年前 |
sebastienlagarde
|
31f51930
|
HDRenderPipeline: enabled depth test by default for distortion
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7 年前 |
Andre McGrail
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0ec73af5
|
Added tests 038-039 for testing both Directional and Spot light cookies(currently spot not working)
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7 年前 |
uygar
|
7212f008
|
Made casts explicit.
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7 年前 |
Andre McGrail
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02e4f272
|
Added test 037 for lightweight conversion of StandardParticleShader/StandardUnlitParticleShader
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7 年前 |
Evgenii Golubev
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8d8831aa
|
Update the precomputed magnitude table for the Disney Diffuse
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7 年前 |
uygar
|
b90724d4
|
Added MSAA support to moment based shadowmaps. Also made some optimizations to the blur compute shader.
|
7 年前 |
Andre McGrail
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929e0de8
|
Added test scene for Directional Lightmap
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7 年前 |
Evgenii Golubev
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2139db69
|
Pass the correct parameter to DisneyDiffuse()
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7 年前 |
Sebastien Lagarde
|
a7ad2f6d
|
HDRenderPipeline: Remove dead code
|
7 年前 |
Felipe Lira
|
b1356299
|
Added unlit pass rendering for opaque objects.
|
7 年前 |
Evgenii Golubev
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a424dd4b
|
Remove an outdated comment
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7 年前 |
Sebastien Lagarde
|
bb06e229
|
HDRenderPipeline: Add aspet ratio / angle control for pyramid + add gizmo
|
7 年前 |
Felipe Lira
|
64c4168e
|
Added support to spot light cookies.
|
7 年前 |
Evgenii Golubev
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9968e7e6
|
Improve the remapping of the FGD texture
|
7 年前 |
GitHub
|
8e700ec9
|
Merge pull request #523 from EvgeniiG/Unity-2017.3
Improve the quality of the FDG texture
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7 年前 |
Felipe Lira
|
8ea2f9d8
|
Added support to directional light cookie.
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7 年前 |
Evgenii Golubev
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531047c5
|
Improve the quality of the FDG texture
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7 年前 |
Felipe Lira
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a390328a
|
Fixed standar to lightweight upgrader. Removed terrains as we need to do a new upgrader.
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7 年前 |
Evgenii Golubev
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59ae8046
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Pass the correct parameter to DisneyDiffuseNoPI()
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7 年前 |
Felipe Lira
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466a4af2
|
Added a vertexLighting input to fragment PBR function. This way we modulate by material diffuse and do not apply ambient occlusion to it.
|
7 年前 |
GitHub
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8f4af1c6
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Merge pull request #522 from EvgeniiG/multi_bounce_ggx
Implement energy compensation for metallic GGX
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7 年前 |
Felipe Lira
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9d673bbd
|
Added fragment Lambert and BlinnPhong funcitons to add support to trees or other shaders that require non PBS functions.
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7 年前 |