4839 次代码提交 (ddda2ecb-eed4-4d06-890f-cbdca1f95545)

作者 SHA1 备注 提交日期
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 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 7 年前
Alex Lian 17629e50 Modify copy step for Windows 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 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 7 年前
GitHub 0b6f97bc Merge pull request #910 from Unity-Technologies/hdrp-rth-fixes 7 年前
uygar 34443229 Separated light and cascade data loading for directional lights. 7 年前
Alex Lian cc9b78f0 Remove test pulling in TestbedPipelines 7 年前
GitHub 2c2b8b4d Merge pull request #916 from Unity-Technologies/Branch_RemovedLayeredHeightOffset 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 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 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 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 7 年前
GitHub 2be72ae4 Merge pull request #913 from Unity-Technologies/Branch_NoGBufferInForward 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 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