Evgenii Golubev
9a866381
Perform a minor clean up
7 年前
Frédéric Vauchelles
d02e0bc2
[PlanarReflection] Rotation handle in correct location
7 年前
Remy
5f60d1a8
Make SSS max distance test more readable
Add pre-post scatter test
7 年前
Evgenii Golubev
5db1724a
Factor out VolumetricLightingModule
7 年前
Frédéric Vauchelles
df67690c
[PlanarRelfection] Fixed projection for plaanr reflection, added debug mode for proxy volumes
7 年前
Evgenii Golubev
9e4045c2
Make VBuffer view handling less error prone
7 年前
GitHub
0a952cb2
Merge pull request #845 from Unity-Technologies/adress-PR-837-feedback
Update comment + rename packUint to PackInt function
7 年前
John
3e638dcc
Support for disabled MSAA
7 年前
John
90cac197
Stripped UI options/pipeline config of feature. Relies on cascades for now.
7 年前
John
3cd84776
Instancing support
7 年前
John
c3c11ecf
Orthographic support
7 年前
John
cc3596dc
Keyword reduction: Assume ScreenSpace Shadows when Cascades enabled
7 年前
John
5334c6be
7x7 PCF
7 年前
John
ec8b4a6b
Refactor and renaming
7 年前
John
354589c6
Main light keyword must be set up before shadow gather
7 年前
John
2d3db4b5
Moved frustum corners to shadow buffer
7 年前
Paul Melamed
27248787
Don't check textures slots in decal material validation
Add gizmo for selecting decals in scene view
Add material fold out in the DecalProjectorComponent inspector
7 年前
John
f210f98e
refactoring frustum corners to util function
7 年前
Paul Melamed
dbdfb0a6
Use decal set KeyMaterial for drawInstanced
7 年前
John
b1d4f079
Lit Pass Integrations, Keyword config
7 年前
Julien Ignace
427df3eb
Missing files
7 年前
Julien Ignace
d7f39ddf
- Added new HDUtils RenderTarget utilities that set viewport correctly for scaled RTs in HDRP
- Changed all calls in HDRP.
7 年前
Julien Ignace
9b8805cb
- Fixed Depth/Color size mismatch for scene view by copying our depth buffer into the right depth target
- Fixed gaussian/depth pyramid mipmap generation(size was wrong).
7 年前
Julien Ignace
03e54099
(WIP) Changed all HDRP RenderTextures to RTHandles
7 年前
uygar
251d7683
Added using the normal in deferred directional shadow passes if available.
7 年前
uygar
f7a762c8
Fixed wrong projection inversion being used for orthographic projections.
7 年前
uygar
c8556633
Changed shadow biasing. Biasing can now use normal and light vector information to avoid artifacts.
Added:
- normal+view biasing
- light view only biasing
- per sample biasing for wide PCF filters
- corner light leaking mitigation
- defines to control what type of biasing should be enabled
- a few new UI controls in the additionalshadowdata component
Removed previous biasing controls. They won't have any effect anymore.
7 年前
Robert Srinivasiah
8828b0b7
Rework cluster kernel name gen to relieve GC pressure
Originally, I concatenated strings in order to generated the clustered light list generation kernel name. But @chman pointed out this would be bad for the GC, since this code runs every frame.
So instead, I pre-generate the kernel names, and index into a 2D array to select the correct kernel string. Heck, it may even look nicer this way.
7 年前
Robert Srinivasiah
fecb6084
Extra comment re: ConfigureMSAADependentSettings
7 年前
Robert Srinivasiah
3b9c6146
Remove UAV hack from CoreUtils.UpdateRenderTextureDescriptor
Properly manage UAV + MSAA from the code that calls CreateCmdTemporaryRT
Plus some extra cleanups
7 年前
Robert Srinivasiah
9e90b376
Further cleanups for partial-functionality PR
Getting this branch ready to merge, even though we aren't at full functionality yet
7 年前
Robert Srinivasiah
3ad8312c
Proper QualitySettings interface
InitializeFrameSettings properly enables/disables MSAA path depending on the QualitySettings.antiAliasing value
We should probably display this in the AdditionalCameraData in the future.
7 年前
Robert Srinivasiah
42711992
Editor UI + QualitySettings adjusting MSAA HDRP paths
7 年前
Robert Srinivasiah
4a125ead
MSAA works with clustered light list generation
Changed clustered kernel string generation
LightLoop settings disables FPTL with MSAA
Disable SSS HTILE allocation if SSS is diabled (fails with MSAA)
I want to make the config more dynamic, then...I can start re-adding passes!
7 年前
Tim Cooper
b5bf1073
Add API so that we can find the type of subshaders that can be added.
7 年前
Tim Cooper
27b8deec
Add API for modification of embedded supported subshaders
7 年前
GitHub
6dfcd844
Merge pull request #227 from Unity-Technologies/node-bugfixes
Update documentation links
7 年前
Matt Dean
98f88207
Update documentation links
Math/Derivatives
Math/Interpolation
Math/Range
7 年前
Tim Cooper
8dc99cbc
*Fefactor subshader / master node generation to be more uniform
*Add subshader generator as a 'real' thing, need to hook up UI now so that these can be added and removed.
7 年前
Matt Dean
7c973636
Merge branch 'master' into node-bugfixes
7 年前
Tim Cooper
000afbf2
Remove unneeded files
7 年前
GitHub
d2945014
Merge pull request #219 from keijiro/screenspace-slot
Addition of ScreenPositionSlotControlView
7 年前
Matt Dean
3df359f2
Merge branch 'master' into node-matrix
7 年前
Tim Cooper
3b150ad9
Add Shadow / depth passes to lightweight unlit master node.
7 年前
GitHub
b9b93c1c
Merge pull request #215 from keijiro/improve-artnodes
Improvements to artistic nodes.
7 年前
Matt Dean
9e6e6e30
Revert uneeded changes
7 年前
Keijiro Takahashi
8c83fd3d
Changed input slot IDs for backward compatibility.
7 年前
Keijiro Takahashi
de7e2997
Addition of ScreenPositionSlotControlView
- Added ScreenPositionSlotControlView and its style element (USS).
- Moved ScreenSpaceType enum definition to ScreenSpaceType.cs and added
ScreenSpaceTypeExtensions that provides extension methods for the enum.
- Updated the existing implementation to work with
ScreenPositionSlotControlView.
7 年前
Alex Lian
1f1622ac
Build automation
Add basic script for build automation needs for ShaderGraph
7 年前
Tim Cooper
025d9ffb
UVNode now outputs vector4 UV's
7 年前