GitHub
5854bde8
Merge pull request #1138 from Unity-Technologies/Branch_HideDebugExposure
Hide debug exposure entry when no related debug mode is enabled.
7 年前
Felipe Lira
de8adb82
Merge branch 'LWRP' into lw/multipass
# Conflicts:
# ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
# ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLit.hlsl
# ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl
# ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl.meta
# ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader
7 年前
Aleksandr Kirillov
be56a0c2
Fixed spotlights in LW PBR.
7 年前
GitHub
a022b93b
Merge pull request #1139 from Unity-Technologies/feature/PyramidBuffer
Restored sky lighting override mask
7 年前
GitHub
5e57070a
Merge pull request #1134 from Unity-Technologies/lw/fix_shadergraph
Shadergraph fix for LW PBR template
7 年前
Frédéric Vauchelles
04e13257
Added TileLayout utilities
7 年前
Aleksandr Kirillov
fa774db9
Refactored some leftovers missed in the previous refactor. (SampleSpecularGloss)
7 年前
Frédéric Vauchelles
6a09cec1
Restored sky lighting override mask
7 年前
GitHub
b357f4bf
Merge pull request #1137 from Unity-Technologies/feature/PyramidBuffer
Pyramid buffer viewport support
7 年前
Aleksandr Kirillov
9af33ea3
Merge branch 'LWRP' into lw/fix_shadergraph
# Conflicts:
# ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader
7 年前
Frédéric Vauchelles
d07a7129
Added changelog
7 年前
Aleksandr Kirillov
c856eeed
Fixed broken shadergraph LW PBR shader template.
7 年前
GitHub
81d0b3df
Merge pull request #1130 from Unity-Technologies/lw/common_refactor
Refactored the LWRP common code to not depend on...
7 年前
Frédéric Vauchelles
ad93368d
Fixed color pyramid buffer
7 年前
Felipe Lira
421fd93d
Fix for the unmatching command buffer message
7 年前
Frédéric Vauchelles
05aa3232
Removed useless kernels
7 年前
Julien Ignace
a851ac6e
Hide debug exposure entry when no related debug mode is enabled.
7 年前
GitHub
7f7b6cd3
Merge pull request #1118 from Unity-Technologies/lw/bugfixes
Lw/bugfixes
7 年前
Frédéric Vauchelles
cac44820
Fixed depth pyramid buffer
7 年前
GitHub
fcb12503
Merge pull request #1112 from Unity-Technologies/Branch_DebugExposure
Added debug exposure parameter to several debug modes.
7 年前
Frédéric Vauchelles
a939e5aa
Added TexturePadding utility
7 年前
GitHub
e34444b0
Merge pull request #1136 from Unity-Technologies/decals/alpha_refactor
For opaques use decal diffuse alpha for all channels.
7 年前
GitHub
8771660e
Fix incorrect clamping
7 年前
Aleksandr Kirillov
01eba7d0
Moved includes to the top where it made sense.
Scale is now an optional parameter in SampleNormal function and has half precision.
_EmissionColor is now explicitly swizzled to .rgb
7 年前
Paul Melamed
ac77aad6
For opaques use decal diffuse alpha for all channels.
For transparent, if material alpha is less than decal alpha replace it with decal alpha.
7 年前
Frédéric Vauchelles
ab299efc
Added viewport copy for GPUCopy
7 年前
Evgenii Golubev
e2795a17
Un-premultiply for color
7 年前
Felipe Lira
5e96c7f1
Fixed issue in the order of local light shadow indices. Shadow info gets stored into a shadow bitmask. Refactored to make both lit and shadow pass use the lightData struct.
7 年前
Aleksandr Kirillov
10d82e06
Refactored the common code to not depend on specific global variable names.
7 年前
GitHub
08de75b2
Merge pull request #1135 from Unity-Technologies/Fix-up-layered-lit-materials-with-a-subsurface-mask-map
Fix up layered lit materials with a subsurface mask map
7 年前
Evgenii Golubev
e51b0e0a
Revert the change which passes sample extinction to light evaluation routines
7 年前
GitHub
8d3d47a2
Merge pull request #1128 from Unity-Technologies/lw/fix_pbr_shader
Fixed a compilation error in LW PBR Standard shader
7 年前
Paul Melamed
22cfa928
added texture2d atlas
7 年前
Sebastien Lagarde
7fa77a07
Fix up layered lit materials with a subsurface mask map
7 年前
Evgenii Golubev
8db6f218
Optimize SampleHemisphereCosine() to not require a tangent frame
7 年前
Paul Melamed
76eb75c7
Merge branch 'master' into decals/texture_atlas
7 年前
GitHub
f25323ae
Merge pull request #1133 from Unity-Technologies/Branch_FixSkyOverrideIssue
Fixed an issue where putting Sky Lighting Override mask to "Everythin…
7 年前
Evgenii Golubev
694eebc4
Fix the NaN issue with IntersectRayAABB()
7 年前
Paul Melamed
0c97c0da
initial commit
7 年前
GitHub
e1279e5b
Merge pull request #1132 from Unity-Technologies/decals/transform_fix
fix decal projector not reacting to change in transform, add more des…
7 年前
Evgenii Golubev
17d8f4ec
Improve the quality of volumetric lighting reprojection
7 年前
Paul Melamed
45bae982
fix decal projector not reacting to change in transform, add more descriptive comments to DecalUtilities shader code.
7 年前
GitHub
7650c7a6
Merge pull request #1121 from EvgeniiG/master
Add local box volume support to volumetrics
7 年前
Evgenii Golubev
d1979a90
Update the reference
7 年前
GitHub
b9ca6b50
Merge pull request #1123 from Unity-Technologies/Branch_FixNonFullScreenWireframe
Fixed an issue when using wireframe without a full screen render targ…
7 年前
Evgenii Golubev
92ea5c34
Clean up VBuffer sampling
7 年前
GitHub
eb9c9469
Merge pull request #1125 from Unity-Technologies/decal_compiler_warning_fix
Fix compile warning for decals about using derivatives inside a loop
7 年前
Evgenii Golubev
8ebbdf07
Fix the edge darkening issue with volumetric lighting
7 年前
Julien Ignace
59d93b72
Fixed an issue where putting Sky Lighting Override mask to "Everything" would cause the scene view background not to be cleared anymore
- Now clearing background only test the validity of the "Visual Sky" (instead of testing also the "Lighting Sky")
- Added a warning if "Everything" is set as a Sky Lighting Override Mask
- Changed the behavior of SceneView wrt to Volume layer mask. Now it uses the mask of the "main camera" if it exists, otherwise we use Everything minus Lighting Override Mask
7 年前
Evgenii Golubev
5ef3dc32
Fix issue with out-of-bounds look-ups in the clustered data structure
7 年前