Sebastien Lagarde
3f354281
HDRednerLoop: Add inspector for DisneyGGX shader (wip)
- Goal is to have an inspector with the various feature to test alpha
cutoff, transparent, double sided etc...
8 年前
sebastienlagarde
279a61e5
HDRenderLoop: Updating inspector + shaders parameters
- Move alpha test to be able to enable it for transparent as an
optimization
- Change stuff to map a bit Untiy standard shaders and rename mettalic
to Mask map.
8 年前
sebastienlagarde
06523005
HDRenderLoop: Make shader feature worknig for DisneyGGX.shader
8 年前
sebastienlagarde
0c45d07f
HDREnderLoop: Convert CGPROGRAM to HLSLPROGRAM + Add double sided support
Double sided still not work yet
8 年前
sebastienlagarde
b7ac9b37
HDRenderLoop: Make transparent object working + doublesided mode work
8 年前
sebastienlagarde
2d10c5ef
HDRenderLoop: Add Unlit.shader + fix backface and transparent
8 年前
sebastienlagarde
acd11ee0
HDRenderLoop Rename DisneyGGX to Li and convert to whitesapce convention
8 年前
sebastienlagarde
f7bb55e1
HDRenderLoop: Correction Metallic name
8 年前
Julien Ignace
3b5d9978
HDRenderLoop: First version of LayeredLit GUI.
8 年前
Julien Ignace
d7662a20
HDRenderLoop LayeredLit: Check consistency between layers correctly (input options and maps) and updated keywords accordingly
8 年前
Julien Ignace
e235debb
HDRenderLoop: Fixed Lit shader GUI when switching various input options.
8 年前
vlad-andreev
bf6e54c5
tabs -> spaces
8 年前
Sebastien Lagarde
79cd240f
HDRenderLoop: Rename metalic to mettalic
8 年前
Sebastien Lagarde
84c14eca
HDRenderLoop: Fix anisotropy + rename BSDF with NoPI
- Rename DividePI to nothing and use NoPI instead
- Update UI + code to handle anisotropy correctly
8 年前
Sebastien Lagarde
35b919ab
HDRenderLoop: Minor addition for emissive
8 年前
Paul Demeulenaere
c26b4333
Plug CustomGUI to MaterialGraph for HDRenderLoop
8 年前
Julien Ignace
48fc9b85
- Properly implemented GI meta pass for Unlit shader.
- Properly re-implemented Emission GI mode for Lit/Unlit/LayeredLit shaders.
8 年前
sebastienlagarde
afe68ecc
HDRenderLoop: Add detail map to lit shader
8 年前
Paul Demeulenaere
e7df382c
Merge remote-tracking branch 'origin/master' into scriptablerenderloop-materialgraph
# Conflicts:
# .gitignore
# Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
# Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Editor/LitUI.cs
# Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.cs
8 年前
Paul Demeulenaere
7e5df8d4
Fix build
8 年前
Paul Demeulenaere
21cd551b
- Integrate AlphaCutOff with MaterialGraph
- Move LitGraphUI to a specific cs file
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
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
87a19817
HDRenderLoop: Large refactor to add Triplanar and detail map on LayeredLit
8 年前
Sebastien Lagarde
cb8aa00b
HDRenderLoop: Finish cleaning LayeredLit (some bug left)
8 年前
vlad-andreev
5b31375a
Merge branch 'MaterialUpdater' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Paul Demeulenaere
4f7e51fb
Split LitUI and UnlitUI with base class to share behavior with the MaterialGraph
8 年前
Julien Ignace
9ccb7b24
Fixed LayeredLit test scene for UV3 case (data was corrupted by Vertex Tool Pro...)
8 年前
sebastienlagarde
ad90df53
HDRenderLoop: Add mainTex scale bias on lit.shader and layeredLit.shader
8 年前
sebastienlagarde
506d2826
HDRenderLoop: Add UV2 control
8 年前
Sebastien Lagarde
42aa5061
HDRenderLoop: Reduce the number of combinaison of layeredLit as it is not practical
8 年前
sebastienlagarde
0d8aeb13
HDRenderPipeline: Add support for normal and detail normal scale
8 年前
sebastienlagarde
6521b4be
HDRenderPipeline: More rename of UnityEditor.Experimental.ScriptableRenderLoop + minor stuff
8 年前
Julien Ignace
0d4ab3d2
Changed the way heightmaps scale and bias are displayed in the GUI. It's now H = (h - center) * amplitude.
8 年前
Julien Ignace
a083a47e
Fixed previous CL for height scale bias handling. Shader code is not the same as what is shown in the interface (was causing weird GUI behavior)
8 年前
sebastienlagarde
b60bd965
HDRenderPipeline: Fix various issue with tesselatoin + depth offset
8 年前
sebastienlagarde
4e4aa246
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-tesselation
8 年前
sebastienlagarde
14785f65
HDRenderPipeline: commit unworking code
8 年前
sebastienlagarde
120fb435
HDRenderPipeline: First draft of tesselation, working for base layer only
need a big refactor, will change all code for performance but it is to
allow artists to work.
8 年前
sebastienlagarde
ae5b9db5
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-tesselation
8 年前
Sebastien Lagarde
8f97c56c
HDRenderPipeline: Add Phong tesselation
8 年前
Sebastien Lagarde
fd23a655
HDRenderPipeline: Second part of modification still not compiling/working
8 年前
sebastienlagarde
53b5f4b3
HDRenderPipeline: Fixing a lot of compiling issue, all is now compiling
8 年前
Sebastien Lagarde
5460dd7b
HDRenderPipeline: Add worldViewFrustrum cull to tesselation
8 年前
sebastienlagarde
613a80ee
HDRenderPipeline; Add Pom test level
8 年前
Evgenii Golubev
d1ed6394
Split lighting for all materials into diffuse and specular
8 年前
sebastienlagarde
810afcf1
HDRenderPipeline: Update layered material
8 年前
Evgenii Golubev
ac23a82e
Merge branch 'master' into SSSSS
8 年前
sebastienlagarde
4b4a4435
HDRenderPipeline: Add horizon based specular occlusion
8 年前
Evgenii Golubev
f2bef29c
Add blending support for the tessellation shader
8 年前
Evgenii Golubev
0ca79425
Merge branch 'SSSSS'
8 年前
Evgenii Golubev
5708bc95
Rename 'MaterialClass' to 'MaterialID' in the code (not the UI) to avoid confusion
8 年前
Evgenii Golubev
8e286ad5
Enable subsurface radius and thickness parameters
8 年前
Sebastien Lagarde
c4c5cfb5
HDRenderPipeline: Third draft not working
8 年前
Sebastien Lagarde
3ae51c0e
HDRenderPipeline: Refactor UI for subsurface
8 年前
Sebastien Lagarde
aa453c68
HDRenderPipeline: Fix several problem - POM working with layered and lit planar
8 年前
Evgenii Golubev
a6f935fc
Use the stencil to avoid shading empty parts of the G-buffer
8 年前
Sebastien Lagarde
ab900a3a
HDRenderPipeline: Allow different keyword by layers
- Add keywork normal, specularocclusion, detailmap, mask to layered
shader
- Remove smoothness in alpha option
- Remove code related to detail heightmap
- Remove the restriction on GUI of layered lit layer 1, 2, 3 matching
layer 0
8 年前
Sebastien Lagarde
68f6880e
HDRenderPipeline: Cleanup GUI for lit and layered lit material
- reorganize attributes
- remove inputs options
- Add SkyBox/Cubemap to the project
8 年前
Evgenii Golubev
ff92221a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
sebastienlagarde
8a5cbf10
HDRenderPipeline: Cleanup of inspectorUI code for LayredLit and Lit material
8 年前
Sebastien Lagarde
00cb67b6
HDRenderPipeline: Clean interface and update UnlitUI
8 年前
sebastienlagarde
4f612260
HDRenderPipeline: Another set of fix for update material script + expose Horizon Fade to layered material
8 年前
Sebastien Lagarde
0365d4e5
HDRenderPipeline: Change LayerUV to UVMapping + add keyword MAPPING_PLANAR
- added _LAYER_MAPPING_PLANAR0 keyword
- Planar mapping is now a shader feature
- Move all SampleLayer to to ShaderLibrary and rename LayerUV to
UVMapping
- Create an enum UVMappingType instead of using isPlanar / is Triplanar
- Move double/mirror sided function to materialUtilities
- Update a lot of materials in test scene
8 年前
sebastienlagarde
794210ad
HDRenderPipeline: Fix compil issue with normal map in object space in litMaterial
8 年前
Evgenii Golubev
92012aec
Fix serialization issues
8 年前
Evgenii Golubev
c05830f9
Remove the default SSS profile
8 年前
Tim Cooper
c30d33b8
[Format]Reformat via format.pl to match the new conventions
8 年前
Sebastien Lagarde
5e3e7549
HDRenderPipeline: Allow Disortion to not be display in unlit
8 年前
sebastienlagarde
b8ffdc68
HDRenderPipeline: Add support for BC5 normal map
8 年前
sebastienlagarde
0fecd131
HDRenderPipeline: Edit description of normal map for BC5
8 年前
sebastienlagarde
7cfffb72
HDRenderPipeline: Clear coat model, expose specualr color model
8 年前
Evgenii Golubev
9d446463
Remove 'MaterialIDType'
8 年前
Evgenii Golubev
162d8e01
Disney SSS WIP
8 年前
Evgenii Golubev
a92b6036
Implement transmission for Disney SSS
8 年前
sebastienlagarde
6d899dd0
HDRenderPipeline: Rename HDRenderPipeline to HDRenderPipelineAsset and split in dedicated file
- Rename HDRenderPipeline to HDRenderPipelineAsset
- Move new renamed class in its own file
- Rename HDRenderPipelineInstance to HDRenderPipeline
8 年前
Evgenii Golubev
85e3c31c
Merge branch 'disney_sss'
8 年前
sebastienlagarde
5ea9464b
HDRenderPipeline: split normalOS property
8 年前
sebastienlagarde
a711b9ee
HDRenderPipeline: Also split tangent
8 年前
GitHub
836d2674
Merge pull request #277 from EvgeniiG/master
Implement the initial version of Disney SSS
8 年前
Sebastien Lagarde
bc69fad2
HDRenderPipeline: Change material framework
All material (Lit, Unlit) now derive from a base class:
RenderPipelineMaterial
previously namespace was use to material name, now it is a regular class
It allow to add more easily new material or replace current one
HDRenderPipeline with introspection will execute all material method
from found RenderPipelineMaterial
The unique deferred material that we suppose is still a special case as
several code depends on it
8 年前
sebastienlagarde
f7883ba7
HDRenderPipeline: Minor update in the UI to not display mettallic when using SSS material
8 年前
Sebastien Lagarde
e9e6cf59
HDRenderPipeline: Specular color mat id is no more store as material id
- Instead of wasting one value in materialId (only 4 availabe, we reuse
the matid standard and the value in the specular), it allow to have 2
matId free.
- Optimize the code with shader features for materialID
8 年前
Julien Ignace
7d46e579
"Simple" LayeredLit WIP
7 年前
Julien Ignace
9f664a03
- Removed "simple" layered lit.
- InlfuenceLayeredLit now shares UI with the Lit shader and displays it in foldouts for each layer.
7 年前
sebastienlagarde
e2c021c4
Add clear coat material in Lit + few cleanup
7 年前
Julien Ignace
39c4d3b5
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RenameLayeredShader
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs
7 年前
Julien Ignace
beb12b20
Small UI improvement for Lit/Layered
7 年前
Julien Ignace
f0d202b1
Fixed UV Mapping mask for layered shader.
7 年前
sebastienlagarde
eacc4ecd
HDRenderPipeline: Update some comment in UI and code
7 年前
Julien Ignace
9ddbd02b
Heightmaps are now parametrized with Min/Max values instead of amplitude.
7 年前
Julien Ignace
2d461ae1
Removed DetailMask and Emissive Mode.
- Detail mask is now always in the blue channel of the mask map
- Emissive is now EmissiveMap * EmissiveColor * lerp(1.0, Albedo, albedoAffectEmissive) with EmissiveMap being optional.
7 年前
Julien Ignace
d2e6ad3c
Smoothness now has a min/max slider for remapping when a texture is provided (otherwise, the regular slider is still available).
7 年前
Julien Ignace
16b88581
Heightmap min/max are now in centimeters
7 年前
Julien Ignace
d2441929
Unlocked UV sets for Layer0 and BlendMask for layered shader.
7 年前
Sebastien Lagarde
beedb90d
Add support for bent normal on lit and layered shader
Remove horizon fade as it is useless and produce artifact
7 年前
Julien Ignace
008bb5f3
Layered shader: Moved Material reference UI at the bottom and added the possibility to synchronize everything but the UV related properties of all the layers.
7 年前
Sebastien Lagarde
22b1a958
Merge remote-tracking branch 'refs/remotes/origin/master' into bent-normal-and-specular-occlusion
7 年前
Sebastien Lagarde
23bcdad7
add support of basic specular occlusion (intersection of cone)
7 年前
sebastienlagarde
05c7d851
Fix issue with last merge + make bent normal work
7 年前
Frédéric Vauchelles
90b2eb1e
Added refraction, roughness refraction and transparency absorption
7 年前
Frédéric Vauchelles
441f6907
Added transparency parameters on LitTessellation.shader
7 年前
Frédéric Vauchelles
0d950667
Removed Thickness parameter and set it to const value for ThinPlane mode
7 年前
Thomas
076b0d65
Cleaned up unused usings
7 年前
Evgenii Golubev
6610eebb
Precompute '_InvPrimScale' and '_InvTilingScale'
7 年前
Thomas
5ccae08c
Merge branch 'Unity-2017.3' into refactor-episode-2
7 年前
Evgenii Golubev
8d403196
Merge branch 'Add-Per-Pixel-scale' of https://github.com/Unity-Technologies/ScriptableRenderLoop
7 年前
sebastienlagarde
1ba9429f
Minor optimizatoin, precompute inverse TexWorldScale
7 年前
Sebastien Lagarde
0f381168
Fix issue with InvTilingScale not working with layered
7 年前
Sebastien Lagarde
a6118c02
fix undo/redo with layeredLit
7 年前
Thomas
3d4686f1
Full SSS refactor
7 年前
Sebastien Lagarde
5d2a6fb3
Include mapping change in InvTiling computatoin notification
7 年前
Thomas
c7e2fad5
Added a temporary button to quickly jump to the SSS settings from the Lit material UI
To be improved once we rework the material UI
7 年前
sebastienlagarde
3946f7cd
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-Per-Pixel-scale
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs
7 年前
Sebastien Lagarde
5a035109
Add warning message inside the UI to prevent wrong mapping with Pixel displacement
7 年前
sebastienlagarde
3305fbf3
Merge remote-tracking branch 'refs/remotes/origin/Add-Per-Pixel-scale' into Add-Per-Pixel-Scale-Seb-Test
7 年前
sebastienlagarde
a127563b
Fix issue with UI + handle negative transform scaling with tessellation
7 年前
GitHub
2002ee68
Merge pull request #466 from Unity-Technologies/Add-Per-Pixel-scale
Revamp of Parallax occlusoin mapping + depth offset
7 年前
sebastienlagarde
2a53ec8d
Missed one file in Lock UV mapping of details with base
7 年前
Frédéric Vauchelles
5cf7b5ab
Added remapping for distortion blur
7 年前
Sebastien Lagarde
ff69034b
HDRenderPipeline: PRovide correct default value for Amplitude property of displacement
7 年前
Frédéric Vauchelles
4fed7caf
Restrict absorption distance to a positive value
7 年前
Frédéric Vauchelles
4ea18fae
Disable refraction for pre-transparents
7 年前
Frédéric Vauchelles
1e32285e
Renamed PreTransparent to PreRefraction
7 年前
Frédéric Vauchelles
a8900815
Small fixes
7 年前
Frédéric Vauchelles
74ced4de
Property check on material property
7 年前
Frédéric Vauchelles
147b2531
Updated render queue definition
7 年前
sebastienlagarde
dee4e127
HDRenderPipeline: Update UI to not display metal mask when in specular color mode with Lit
7 年前
sebastienlagarde
68da83d6
HDRenderPipeline: Update UI of metal mask for LayereLit
7 年前
Frédéric Vauchelles
4ecf28cc
Refractored refraction keyword
7 年前
Frédéric Vauchelles
9ecea206
Hide blend mode popup when using refraction
7 年前
sebastienlagarde
b4ced9f3
HDRenderPipeline: Rename BlendDiffuseSpecular to ApplyBlendMode + fix some comment
7 年前
sebastienlagarde
af7905e4
Update test scene and UI
7 年前
Sebastien Lagarde
b9ac3611
HDRenderPipeline: Fix GUI issue with layeredLit
7 年前
Sebastien Lagarde
e435361c
HDRenderPipeline: Add support of SSS to LayeredLit
7 年前
Frédéric Vauchelles
1303cd7c
Keep only 2 refraction models: Plane and Sphere
7 年前
Frédéric Vauchelles
1e05f581
Merge Unity-2017.3
7 年前
Frédéric Vauchelles
977bf6d0
Refactored refraction mask as opacity mask
7 年前
Frédéric Vauchelles
3342b048
(wip) refraction box model
7 年前
Frédéric Vauchelles
4ba8f6b9
Removed useless UI text
7 年前
Evgenii Golubev
9e8db4ba
Add a thickness remap for the thickness map (on the material itself)
7 年前
Evgenii Golubev
dd2b93cd
Set SSS_NEUTRAL_PROFILE_ID to 0
7 年前
sebastienlagarde
72f1cffb
HDRenderPipeline: Fix typo in text of IOR
7 年前
sebastienlagarde
11388041
HDRenderPipeline: Add tile/scale uv control to emissive color map
7 年前
sebastienlagarde
1400f35f
HDRenderPipeline: Miss one file
7 年前
Sebastien Lagarde
36f3cfd4
merge unity 2017.3
7 年前
Sebastien Lagarde
15b64fff
Replace SetKeyword by CoreUtils.SetKeyword
7 年前
Arnaud Carre
efa76805
added some required "using UnityEngine.Rendering" (now SRP API is not in Experimental namespace anymore)
7 年前
sebastienlagarde
feabd543
another round of change
7 年前
sebastienlagarde
cf6142d2
Another no compiling draft
7 年前
Sebastien Lagarde
0690038f
HDRenderPipeline: Homegenize name prepass postpass
7 年前
sebastienlagarde
787dee54
HDRenderPipeline: Clamp value of thicknessMultiplier to avoid negative one
7 年前
Sebastien Lagarde
c514f914
first compile version
7 年前
Sebastien Lagarde
c3a7633d
Rename SubsurfaceProfile to DiffusionProfile and SubsurfaceRadius to SubsurfaceMask
7 年前
Sebastien Lagarde
a8ab890d
Rename SubsurfaceScattering Settings/Editor to DiffusionProfile + various file renaming/moving
7 年前
Sebastien Lagarde
4bc9e971
Missing one file
7 年前
Sebastien Lagarde
965b935f
Update UI accordindly, don't touch materialId yet
7 年前
Sebastien Lagarde
14afb03c
More file update
7 年前
sebastienlagarde
a40f534c
Correct based on various feedback
7 年前
Julien Ignace
05efe29c
Updated Heightmap parametrization and converted all HDRP materials.
7 年前
sebastienlagarde
fa1e2b55
Various renaming
7 年前
Sebastien Lagarde
65173ac3
draft
7 年前
Julien Ignace
43f6d6eb
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_HeightMapParametrization
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Lit/BaseLitUI.cs
# Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2101_GI_Metapass/Lit_Checker_Planar.mat
# Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2101_GI_Metapass/Lit_Checker_Triplanar.mat
# Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2101_GI_Metapass/Lit_Green_CheckerAlphaCutout.mat
7 年前
sebastienlagarde
313ca6c5
Emissive color: add support for uv mapping selection
7 年前
sebastienlagarde
214f287d
Fix issue with layering emissive not working
7 年前
Sebastien Lagarde
a8808353
Update UI for GPU instancing
7 年前
sebastienlagarde
e9ba97a3
Add energy conservation specular color
7 年前
sebastienlagarde
0b8efbbc
Add support of UV1 to UV3 set on base color
Note that if users select > UV1 this will have a perf impact as due to
surface gradient calculation
7 年前
sebastienlagarde
22b5d138
Add support of clearcoat mask map and change coat mask as material feature
7 年前
sebastienlagarde
e74963fd
push fix
7 年前
sebastienlagarde
172e38d1
first draft
7 年前
sebastienlagarde
a762caad
Remove transmission mode, now there is only two (and no none mode)
7 年前
sebastienlagarde
e50aba46
Dont' show emissive mapping or detail mappin if not needed
7 年前
sebastienlagarde
2a18503e
First draft of SSS and Transmisison UI
7 年前
sebastienlagarde
10283087
Fix issue
7 年前
sebastienlagarde
10ffb093
Move transmission enable at the right place
7 年前
Sebastien Lagarde
106566dc
Update the UI for iridescence
7 年前
Sebastien Lagarde
89523a68
First non working but compiling draft
7 年前
Sebastien Lagarde
bd45bb5a
Fix missing code for texture
7 年前
Sebastien Lagarde
e3effde7
Update comment
7 年前
Sebastien Lagarde
2ad2a458
Update IOR to be a mask map
7 年前
Julien Ignace
4f420674
Correctly shows HeightMap in LayeredLit shader UI when using height based blend without any displacement.
7 年前
Sebastien Lagarde
45283ab4
Adress iridescence PR feedback
7 年前
Sebastien Lagarde
4e72f56f
HDRenderPipeline: Fix various typo for iridescence
7 年前
sebastienlagarde
eced067f
Rename Iridescence Thickness to Iridescence Layer Thickness
7 年前
sebastienlagarde
b0c23ff0
Fix sky issue
7 年前
Raymond Graham
9451b6a2
Expose the Lit material UI to code outside SRP.
7 年前
sebastienlagarde
43da4719
Fixed heightmap offset when amplitude is zero.
7 年前
sebastienlagarde
09911a1b
Make XXXGUI class public
7 年前
Frédéric Vauchelles
5ab7101f
Moved algorithm selection to shader variant
7 年前
sebastienlagarde
e670e7f3
Fix UI warning
7 年前
Frédéric Vauchelles
f781f1f8
Refactored ScreenSpaceTracing
Added Estimate algorithm
7 年前
sebastienlagarde
769edc1f
Missing "(R)" in caption for iridescence UI
7 年前
Frédéric Vauchelles
085e9237
(wip) Refactored screen space tracing for refraction
7 年前
Frédéric Vauchelles
4fbb1c4f
(wip) Added refraction model
7 年前
Frédéric Vauchelles
659b634a
Added wip pass for SSReflection
7 年前
Yao Xiaoling
846b792e
Small fixes due to removal of vertex animation and transparent mode.
7 年前
Frédéric Vauchelles
b6f0098d
(wip) SSR for deferred
Toggle for SSR
7 年前
Frédéric Vauchelles
8434e359
Small SSR fixes
7 年前
Frédéric Vauchelles
92fe8d5d
Use only a single screen space setting for SSR
Updated UI
7 年前
Tim Cooper
fafb59af
Run code formatter.
7 年前
sebastienlagarde
55b91556
Replace EmissiveIntesnity by EmissveColor HDR
Remove all occurrence of EmissiveIntensity. Emissive color is now HDR (with HDR color picker). Data need to be updated
7 年前
Sebastien Lagarde
d4c5fff5
HDRP: Add support of detail normal and smoothness to Stacklit
- Fix an issue in the UI with Remap and Range
- Add detail normal and smoothness map (overlay for smoothness)
- Fix compilation issue with GetGGXAnisotropicModifiedNormalAndRoughness refactor
6 年前
sebastienlagarde
26c608bb
Move files to screenspace lighting and move Reflection enum in it
6 年前