Sebastien Lagarde
d954a72e
HDRenderLoop: Add k_identity4x4
8 年前
Evgenii Golubev
d71ed4a1
Remove the function sq()
8 年前
joeante
84ff510c
Material Upgrader support first pass
Material Upgrader framework and specific implementation for Standard ->
HD Lit.
Only limited amount of properties are transfererred. More todo.
8 年前
Sebastien Lagarde
97a2db70
HDRenderLoop: Premultiply EmissiveIntensity and EmissiveColor + few renaming
8 年前
Julien Ignace
1260f4fb
Cleaned up profiling marker usage in HDRenderLoop (Will need PR "ignore empty named Cmd Buffer marker" to be complete)
8 年前
Evgenii Golubev
702da3ab
Replace the reciprocal with the division for readability
8 年前
Julien Ignace
9b94966f
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
GitHub
b691a844
Merge pull request #18 from EvgeniiG/master
Implement LTC linear light shading for GGX and Disney Diffuse
8 年前
Evgenii Golubev
fe62dd2b
Remove an outdated TODO
8 年前
Evgenii Golubev
bfabcc16
Implement GetEllipsoidalDistanceAttenuation() for line and area lights
8 年前
Evgenii Golubev
2c052fee
Fix numerical integration issues
8 年前
Evgenii Golubev
60997982
Naming consistency improvements
8 年前
Evgenii Golubev
f2bf0055
Perform branching on light type earlier
8 年前
Evgenii Golubev
8ba9f706
Make the LTC line algorithm numerically safe
8 年前
Evgenii Golubev
f85c5fe4
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Evgenii Golubev
0ae839d1
Add TODOs
8 年前
Evgenii Golubev
a8c88c7d
Add dielectrics for testing
8 年前
Evgenii Golubev
700f909f
Update preprocessor definitions
8 年前
Evgenii Golubev
ca4fef9f
Add the initial implementation of LTC line lights
8 年前
GitHub
e23c3b62
Merge pull request #19 from Unity-Technologies/LitUI_Splitting
Split LitUI in BaseLitUI and LitUI
8 年前
Evgenii Golubev
22326553
Optimize and clean up LineIrradiance()
8 年前
Paul Demeulenaere
edb3630a
Create BaseLitGUI in order to share common UI behavior with MaterialGraph (an early merge of this change will ease the next merges)
8 年前
Aras Pranckevicius
4e936089
Disable Metal on Mac for now (import problems with some of the compute shaders, being looked at)
8 年前
Evgenii Golubev
6ee97da3
Remove the redundant TODO
8 年前
sebastienlagarde
91937fed
HDRenderLoop: Merge FPTL - start light application
- all broken for now
8 年前
Julien Ignace
1622e984
- Disabled SkyRendering when no HDRI is present.
- Temporarily disabled DynamicGI.UpdateEnvironment() call for now (was too slow if done each frame).
8 年前
Evgenii Golubev
70e2eef6
Add a small LTC line light optimization
8 年前
Julien Ignace
4b803be4
Fixed compilation and renaming because of last merge.
8 年前
Evgenii Golubev
ffa02031
Fix, clean up and optimize the line light code
8 年前
Julien Ignace
442892e0
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
8 年前
Evgenii Golubev
5607262f
Add a test dielectric material
8 年前
Aras Pranckevicius
d6928d42
API change: ComputeSpotShadowsMatricesAndCullingPrimitives -> ComputeSpotShadowMatricesAndCullingPrimitives
8 年前
Evgenii Golubev
4e6796fb
Update comments
8 年前
Aras Pranckevicius
a4012bb1
API change: ReflectionProbe APIs renamed
CalculateHDRDecodeValues -> textureHDRDecodeValues
GetDefaultTextureHDRDecodeValues -> defaultTextureHDRDecodeValues
GetDefaultTexture -> defaultTexture
8 年前
Evgenii Golubev
58a0f9c9
Update performance-related comments
8 年前
Sebastien Lagarde
882368f7
HDRenderLoop: Merge FTPL Build Light List part (tile, bigtile, cluster..)
- Only build light list, not light application for now
- untested, crash when big tile are enabled
8 年前
Sebastien Lagarde
aa503023
HDRenderLoop: Disable line area light that cause black point (Nan ?) on all objects
8 年前
Sebastien Lagarde
c140222d
HDRenderLoop: Fix directional light issue with single pass
8 年前
Julien Ignace
44b015c9
SkyRenderer now renders into a 256 cubemap RT and updates GI with it.
8 年前
Peter Bay Bastian
c90ddfc2
USS clean-up for nodes
8 年前
Peter Bay Bastian
6a436d82
Changed TitleBar.uss to use class names rather than naming
I think we need some proper guidelines on USS usage. I think a sensible
rule would be that names are reserved for the owning view, such that it
can be used for layouting etc.
8 年前
Peter Bay Bastian
682248e0
Created GraphEditorDrawer by extracting view stuff from AbstractGraphEditWindow
The latter was getting very crowded and more views that are not inside
the GraphView are on the way.
8 年前
Peter Bay Bastian
fa8baa2c
Created IEnumerable extension for zipping together enumerables
(so that we can easily iterate over 2 collections using their
IEnumerable interface, rather than having to index into one of them)
8 年前
Paul Demeulenaere
8592d7d0
Add an index to RequiresMeshUV, allows require UV1 to UV3
8 年前
Paul Demeulenaere
2c0192a0
Add VertexColorNode & Fix missing bitangent in AbstractSurfaceMasterNode.cs
8 年前
Paul Demeulenaere
c1f9ae7d
Add WorldBitangentNode (with IMayRequireBitangent behavior)
8 年前
Tim Cooper
9f1103ac
[mat graph] Nested shader now lives inside graph asset. This is used by the material inspector :)
8 年前
Tim Cooper
f62762b2
[mat graph]Move material options into the master node they exist for + add GUID support for selected master node.
8 年前
Tim Cooper
47d64c52
[mat graph]Remove implicit node creation now that we have better code generation framework.
8 年前
Paul Demeulenaere
94144e69
Add DepthFirstCollectNodesFromNodeSlotList (allows a list of input slot instead one)
8 年前