sebastienlagarde
ac0f369d
HDRenderPipeline: Update conversoin script that doesn work (yet)
7 年前
GitHub
17af1d7a
Merge pull request #920 from Unity-Technologies/Other-tweak-to-SSS-menu
Other tweak to sss menu
7 年前
sebastienlagarde
ad84a280
Add auto script update
7 年前
sebastienlagarde
10ffb093
Move transmission enable at the right place
7 年前
GitHub
4656dcdb
Merge pull request #919 from Unity-Technologies/Update-SSS-and-transmisison-UI
Update sss and transmisison ui
7 年前
Alex Lian
17629e50
Modify copy step for Windows
Windows is failing for copying a tree. Try direct copying
7 年前
sebastienlagarde
10283087
Fix issue
7 年前
Alex Lian
d42b1a70
Merge remote-tracking branch 'origin/build/automation' into build/editor-test-fix
7 年前
sebastienlagarde
2a18503e
First draft of SSS and Transmisison UI
7 年前
Alex Lian
badac7dc
Fix up build automation of editor tests
Get editor tests running by passing through all needed files
7 年前
sebastienlagarde
8c774475
HDRenderPipeline: Move htile for material classification before async compute.
7 年前
uygar
7528e3f3
Replaced the two clear shadow passes with one using the platform far plane define.
7 年前
Alex Lian
7c8bb752
Remove references to testbed pipeline from tests
Reference to undesired set of files wanted in general tests removed.
7 年前
GitHub
0b6f97bc
Merge pull request #910 from Unity-Technologies/hdrp-rth-fixes
Misc HDRP RTHandle fixes
7 年前
uygar
34443229
Separated light and cascade data loading for directional lights.
Introduced clear rect rendering to avoid clearing the entire shadowmap.
7 年前
Alex Lian
cc9b78f0
Remove test pulling in TestbedPipelines
Tests were reaching across to TestbedPipelines
7 年前
GitHub
2c2b8b4d
Merge pull request #916 from Unity-Technologies/Branch_RemovedLayeredHeightOffset
Removed redundant(and broken) layered specific height offset.
7 年前
uygar
ae42e524
Split shadow matrix into separate components to selectively load per face data for point lights to improve register usage.
7 年前
GitHub
cc8d918e
Merge pull request #917 from Unity-Technologies/metal
metal
7 年前
uygar
34eeceb3
Moved slice into a separate float to avoid unnecessary casting in the shader.
7 年前
Antti Tapaninen
ded3a54d
use fastopt with metal, avoid MTLCompilerService sandbox process crash
7 年前
uygar
8e8b647f
Added register optimized path to the tent 5x5 filter.
7 年前
Antti Tapaninen
86d7f373
add build.py.meta
7 年前
sebastienlagarde
b1b2e631
Merge remote-tracking branch 'refs/remotes/origin/master' into shadows-biasing
7 年前
Remy
fa8d58d8
Material upgrader working quite fine now :)
7 年前
GitHub
b156a735
Merge pull request #915 from Unity-Technologies/Update-UI-to-not-show-not-used-parameter
Dont' show emissive mapping or detail mappin if not needed
7 年前
sebastienlagarde
e50aba46
Dont' show emissive mapping or detail mappin if not needed
7 年前
Remy
0fe67279
Upgrade material upgrader
7 年前
sebastienlagarde
bf5a866e
HDRenderPipeline: Missing file for Debug view space normal
7 年前
GitHub
2d823db6
Merge pull request #914 from Unity-Technologies/Add-normal-in-view-space-debug-mode
Change code generation to allow multiple debug case for the same field. allow debug view normal
7 年前
sebastienlagarde
9801577c
Change code generation to allow multiple debug case for the same field. allow debug view normal
7 年前
sebastienlagarde
a8ee2b7d
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline
7 年前
Alex Lian
58f8b7ca
Remove test pulling in TestbedPipelines
Tests were reaching across to TestbedPipelines
7 年前
GitHub
2be72ae4
Merge pull request #913 from Unity-Technologies/Branch_NoGBufferInForward
Don't allocate GBuffer in forward only mode.
7 年前
sebastienlagarde
587a0856
HDRenderPipeline: Update HDRenderLoopTest scene
7 年前
Evgenii Golubev
1c1f07a0
Terminate the loop sooner
7 年前
Evgenii Golubev
7f5a785a
Use bsdfData.materialFeatures to store the transmission mode
7 年前
Evgenii Golubev
e6540dfa
Implement clustering of density volumes
7 年前
Evgenii Golubev
88a993dd
Store SSS flags inside bsdfData.materialFeatures
7 年前
Evgenii Golubev
621d0c61
Rename
7 年前
Evgenii Golubev
0c573a4a
Rename "HomogeneousMediumVolume" to "HomogeneousDensityVolume"
7 年前
Evgenii Golubev
fdd5cb7f
Ignore VBuffer scale
This means there is some fractional error if the screen size is not a multiple of 8 (or 4, depending on settings), but the error is typically less than 1%, so it's not very visible.
7 年前
Evgenii Golubev
ba308dc1
Compress OritentedBBox storage to 48 bytes
7 年前
Evgenii Golubev
dcf10d1d
Add a ComputeBuffer for participating media volumes
7 年前
Evgenii Golubev
1df1dda7
Rename: "_GlobalFog" -> "_Global", "HomogeneousFog" -> "HomogeneousMediumVolume"
7 年前
Evgenii Golubev
b4da729b
Refactor things again to [GenerateHLSL]
7 年前
Evgenii Golubev
044eb2c1
Improve the precision of the near plane calculation
7 年前
Evgenii Golubev
521d4a50
Add a Frustum struct
7 年前
Evgenii Golubev
2b155faa
Move the OrientedBBox code
7 年前
Evgenii Golubev
19824028
Use ClampNdotV() everywhere except where vector addition/subtraction is involved
7 年前