Evgenii Golubev
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d5c68fe1
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Implement DrawFullscreen() with MRT support
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8 年前 |
Evgenii Golubev
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020f5c12
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Implement the full screen triangle shader
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8 年前 |
Evgenii Golubev
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34c8c87d
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Make RenderTextures explicitly linear
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8 年前 |
Evgenii Golubev
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48d1ab44
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Remove depth bits from RenderTargets which do not need them
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8 年前 |
Evgenii Golubev
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94575da4
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Remove the redundant 'GGX' from function names
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8 年前 |
Evgenii Golubev
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6d6d3082
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Rename 'IblGgx' to 'GgxIbl' for consistency
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8 年前 |
sebastienlagarde
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d055406d
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HDRenderPipeline: Draft to work at home
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8 年前 |
GitHub
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d23fdad9
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Merge pull request #102 from Unity-Technologies/Branch_fix-ps4-hdrenderloop
Branch fix ps4 hdrenderloop
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8 年前 |
Julien Ignace
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c83f3d4a
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Merge branch 'master' into Branch_fix-ps4-hdrenderloop
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/Unlit.shader
# Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader
# Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader
# Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/Resources/GGXConvolve.shader
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8 年前 |
Evgenii Golubev
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5f09345a
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Rename to 'iblGgxSamples' to 'ggxIblSamples'
For consistency.
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8 年前 |
GitHub
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b03bf46b
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Merge pull request #100 from EvgeniiG/master
Precompute IBL samples on GPU
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8 年前 |
GitHub
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9b15b029
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Merge pull request #101 from Unity-Technologies/Fix-for-two-sided-tessellation
HDRenderPipeline: Fix tessellation issue with double sided
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8 年前 |
sebastienlagarde
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e447e133
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HDRenderPipeline: Fix tessellation issue with double sided
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8 年前 |
Sebastien Lagarde
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5460dd7b
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HDRenderPipeline: Add worldViewFrustrum cull to tesselation
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8 年前 |
Sebastien Lagarde
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b86ceaec
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HDRenderPipeline: Minor comment adjustement on tessellation factor
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8 年前 |
GitHub
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9a72bdd8
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Merge pull request #99 from Unity-Technologies/Improve-tessellation-efficiency
HDRenderPipeline: Add distance and screen adapation + backface culling
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8 年前 |
Sebastien Lagarde
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f4f59ad1
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HDRenderPipeline: Add distance and screen adapation + backface culling
miss frustrum culling
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8 年前 |
GitHub
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531082c1
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Merge pull request #98 from Unity-Technologies/Vertex-interpolator-and-tesselation-improvement
Change Vertex / attributes / Interpolator management
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8 年前 |
Sebastien Lagarde
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66bb5e08
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HDRenderPipeline: Fix last issue - all working!
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8 年前 |
Sebastien Lagarde
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fe9b2eb8
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HDRenderPipeline: Format + another set of fix with displacement map
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8 年前 |
Sebastien Lagarde
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1cc45a08
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HDRenderPipeline: Push various error and warning fix
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8 年前 |
sebastienlagarde
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90f00c89
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Merge remote-tracking branch 'refs/remotes/origin/master' into Vertex-interpolator-and-tesselation-improvement
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8 年前 |
sebastienlagarde
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097f767c
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HDRenderPipeline: Fix a lot of thing, tesselation work with lit shader but fail with layeredLit + planar and triplanr doesn't work
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8 年前 |
sebastienlagarde
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1e2647bc
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HDRenderPipeline: DepthOffset fix
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8 年前 |
sebastienlagarde
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f0a158b3
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HDRenderPipeline: Plenty of other fix - shader compiler crash with internal error for tesselation
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8 年前 |
sebastienlagarde
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53b5f4b3
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HDRenderPipeline: Fixing a lot of compiling issue, all is now compiling
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8 年前 |
sebastienlagarde
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3b0e1c97
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HDRenderPipeline: Large refactor of all the pass attribute and varying system
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8 年前 |
Sebastien Lagarde
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e32ad29b
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HDRenderPipeline: Attempt to do somerthing with velocity pass
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8 年前 |
Sebastien Lagarde
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1c86fa3a
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HDRenderPipeline: Lot of change, still motion vector pass to fix
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8 年前 |
Evgenii Golubev
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65c98c8d
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Factor out the GGX filtering code
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8 年前 |
Sebastien Lagarde
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fd23a655
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HDRenderPipeline: Second part of modification still not compiling/working
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8 年前 |
Evgenii Golubev
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846d4f8d
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Precompute IBL samples on GPU
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8 年前 |
sebastienlagarde
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f87075a5
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Merge remote-tracking branch 'refs/remotes/origin/master' into Vertex-interpolator-and-tesselation-improvement
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8 年前 |
Evgenii Golubev
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8a25c51c
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Precompute IBL light sample directions
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8 年前 |
GitHub
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f1780b9b
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Merge pull request #97 from EvgeniiG/master
Implement a hotfix for the sky
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8 年前 |
sebastienlagarde
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0d5518ce
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HDRenderPipeline: More test - Miss domain shader part
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8 年前 |
Evgenii Golubev
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6da9eb72
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Implement a workaround for the case when disabling a keyword has no effect
I am referring to PERFORM_SKY_OCCLUSION_TEST.
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8 年前 |
sebastienlagarde
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89300656
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HDRenderPipeline: Try to improve vertex side of thing
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8 年前 |
GitHub
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129ff6b6
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Remove the MIP map level bias of 1
(omegaS / omegaP == 1) already results in the correct 'mipLevel' value of 0.
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8 年前 |
sebastienlagarde
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8c83bcf9
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HDRenderPipeline: Add few comment
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8 年前 |
GitHub
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7f00e9f5
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Merge pull request #96 from Unity-Technologies/Changed-transparent-opaque-Unlit-pass
Update unlit shader
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8 年前 |
sebastienlagarde
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b354ea14
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HDrenderPipeline: move call of UpdateSkyEnvironment
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8 年前 |
sebastienlagarde
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0646b112
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Merge remote-tracking branch 'refs/remotes/origin/master' into Changed-transparent-opaque-Unlit-pass
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
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8 年前 |
GitHub
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55ce8087
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Merge pull request #95 from EvgeniiG/master
Improve the quality of IBL
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8 年前 |
GitHub
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a5775271
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Update readme
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8 年前 |
Evgenii Golubev
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a18376f2
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Clarify the comment
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8 年前 |
GitHub
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14094952
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Merge pull request #94 from Unity-Technologies/fix-wireframe
Fallback to forward-only rendering when scene view is in wireframe mode
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8 年前 |
Evgenii Golubev
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057bd2b9
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Save 1 cycle
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8 年前 |
Aras Pranckevicius
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c089a76e
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Fallback to forward-only rendering when scene view is in wireframe mode
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8 年前 |
sebastienlagarde
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886b32ec
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HDRenderPipeline: update unlit shader
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8 年前 |