77 次代码提交 (cf6b206c-8e6d-43c1-9a8a-c3aeed9c4835)

作者 SHA1 备注 提交日期
Sebastien Lagarde caf80e26 HDRenderLoop: Add area light support, first draft 8 年前
sebastienlagarde 3234ad1e HDRenderLoop: Add area light code (not working) 8 年前
Evgenii Golubev 8de2e009 Update the normalization of Baum's equation 8 年前
Sebastien Lagarde 25234e00 HDRenderLoop: Test about packing all GBufer in two RT U16 8 年前
Evgenii Golubev ee804935 Correct a factual mistake in the comment 8 年前
Evgenii Golubev 105f41c5 Add area light support with Fresnel and Disney Diffuse 8 年前
Evgenii Golubev 87dfa441 Implement a small LTC optimization 8 年前
Evgenii Golubev be9aaa74 Use FastACos for the area light code 8 年前
Evgenii Golubev 472d34b5 Add the initial impl. of LTC line light Lambertian diffuse shading 8 年前
Evgenii Golubev 4e6796fb Update comments 8 年前
Evgenii Golubev ffa02031 Fix, clean up and optimize the line light code 8 年前
Evgenii Golubev 22326553 Optimize and clean up LineIrradiance() 8 年前
Evgenii Golubev ca4fef9f Add the initial implementation of LTC line lights 8 年前
Evgenii Golubev 8ba9f706 Make the LTC line algorithm numerically safe 8 年前
Evgenii Golubev 702da3ab Replace the reciprocal with the division for readability 8 年前
Sebastien Lagarde 97a2db70 HDRenderLoop: Premultiply EmissiveIntensity and EmissiveColor + few renaming 8 年前
Evgenii Golubev d71ed4a1 Remove the function sq() 8 年前
Evgenii Golubev 95829e58 Enforce the evaluation order for correct constant propagation 8 年前
Evgenii Golubev 0ad558b0 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
Evgenii Golubev 1575f4d9 Add a TODO 8 年前
Evgenii Golubev 9b69f28e Use fast inverse-transpose to compute the width factor 8 年前
Evgenii Golubev 3ac32c0f Use FastATan() for LTC line lights 8 年前
sebastienlagarde ace22e14 HDRenderLoop: Submit optimization from Rune on area lights 8 年前
Evgenii Golubev b2ff5346 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
Evgenii Golubev ccc496ee Fix a subtle line light bug 8 年前
Evgenii Golubev d5c65b58 Clamp to prevent area light artifacts 8 年前
Evgenii Golubev 96c60309 Orthonormalize TBN 8 年前
sebastienlagarde 66834685 HDRenderPipeline: Add Layered Displacement + fix issue with sky + some clean 8 年前
Evgenii Golubev b2078ba9 Optimize edge integration for area lights 8 年前
Evgenii Golubev 8aa6992f Implement the sphere horizon clipping approximation (broken; disabled for now) 8 年前
Evgenii Golubev 928a8224 Use numerically approximated edge factors 8 年前
Evgenii Golubev f9ba5f18 Implement small trig optimizations 8 年前
Evgenii Golubev e6e7ecba Factor out DiffuseSphereLightIrradiance() 8 年前
Evgenii Golubev 7fd989cc Remove the double sided option for area lights 8 年前
Evgenii Golubev f2996a24 Improve numerical robustness of diffuse sphere lighting 8 年前
Evgenii Golubev 08f57027 Enable the sphere light approximation 8 年前
Evgenii Golubev 6ac1b296 Add a minor numerical improvement 8 年前
Evgenii Golubev e449b44b Improve code formatting 8 年前
Evgenii Golubev db01df22 Implement the Frostbite version of sphere area lights 8 年前
Evgenii Golubev 05b6659e Save 4 cycles in DiffuseSphereLightIrradiance() 8 年前
Evgenii Golubev 655339b9 Optimize branches a bit 8 年前
Evgenii Golubev 524431e8 Factor out common code 8 年前
Evgenii Golubev 25a85c71 Revert the full horizon occlusion case 8 年前
Evgenii Golubev 9644d0d6 Further optimize DiffuseSphereLightIrradiance() 8 年前
Evgenii Golubev 2c75ceb4 Use the greater-or-equal comparison (better behaved) 8 年前
Evgenii Golubev 97db196f Simplify further 8 年前
Evgenii Golubev 58917ffe Eliminate artifacts at the boundary of the area light 8 年前
Sebastien Lagarde ace26df8 HDRenderPipeline: Fix issue with GetShiftedNormal (cause artifact in diffuse lighting) 8 年前
Evgenii Golubev 018f4daf Optimize and add Mathematica notes 8 年前
Evgenii Golubev 819753de Replace saturate() with a max() to work around a PS4 compiler bug 8 年前
Evgenii Golubev 3b0e865d Fix the Mathematica code 8 年前
Evgenii Golubev 1fdb1555 Update comments 8 年前
Evgenii Golubev 6bf3cfb7 Add a numerical fit for DiffuseSphereLightIrradiance() 8 年前
Evgenii Golubev 2322ea2a Avoid a compiler warning 8 年前
Evgenii Golubev 0ecd61d6 Save 2 cycles 8 年前
Evgenii Golubev 7d130a77 Remove the case which acos() does not support 8 年前
Evgenii Golubev 4b648a68 Add full horizon clipping 8 年前
Evgenii Golubev 8fc77bcd Do the simplest thing possible 8 年前
Evgenii Golubev 4cdf5753 Implement fake horizon clipping 8 年前
Evgenii Golubev 013ae3a2 Clean up and optimize a bit 8 年前
Evgenii Golubev bb60eead Update comments 8 年前
Evgenii Golubev 091d4389 Make sure there is no energy loss when the light is entirely above the horizon 8 年前
Evgenii Golubev c430aa46 Tweak the area light approximation 8 年前
Evgenii Golubev ff7d6139 Improve formatting 8 年前
Evgenii Golubev 2a173afd Avoid a compiler warning 8 年前
Evgenii Golubev f5110cd2 Save 1 cycle 8 年前
Evgenii Golubev 4406b447 Update the sphere light approximation 8 年前
Evgenii Golubev 1a8376bc Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
Evgenii Golubev 31365e67 Add another sphere light approximation 8 年前
Evgenii Golubev 0f88492f Clean up #defines 8 年前
Evgenii Golubev ba07b13e Remove a bad numerical fit for DiffuseSphereLightIrradiance() 8 年前
Evgenii Golubev b51681c8 Remove the workaround for the PSSL compiler bug (it's been fixed) 7 年前
Evgenii Golubev 4bc21a86 Optimize area lights a bit 7 年前
sebastienlagarde d83489f4 Change ShaderLibrary to use REAL instead of float/half 7 年前
sebastienlagarde ecdf681c ShaderLibrary, change REAL to real 7 年前
Evgenii Golubev b2d2386b Make the Shader Library less real 7 年前
uygar 275279fa Introduced new macros for flow control attributes. 7 年前