305 次代码提交 (ded2da7e-c88b-4fa5-8307-dbcfe5697285)

作者 SHA1 备注 提交日期
Sebastien Lagarde 236dada1 HDRenderLoop: Plenty of stuff + Meta pass renaming + Depth pass 8 年前
Sebastien Lagarde 79cd240f HDRenderLoop: Rename metalic to mettalic 8 年前
Sebastien Lagarde 00afee16 HDRenderLoop: Lot of stuffs - try to prepare for various lighting architecture 8 年前
Sebastien Lagarde e3c7667f HDRenderLoop: Renmae PositionHS to PositionCS + another pass on shadow design 8 年前
Sebastien Lagarde d75972a9 HDRenderLoop: Add LightProbe + ProbeVolume support (not tested) 8 年前
Sebastien Lagarde f1a08280 HDRenderLoop: Add more lightmap suport (need testing) 8 年前
Sebastien Lagarde e7a1bb1b HDRenderLoop: Update to new texture abstraction everywhere 8 年前
Sebastien Lagarde c669ef0e HDRenderLoop: Missing files... 8 年前
Sebastien Lagarde 35b919ab HDRenderLoop: Minor addition for emissive 8 年前
Julien Ignace b43fec12 Fixed global illumination setup and shader. 8 年前
sebastienlagarde fc554180 HDRenderLoop: Rename TEXTURE2D_PASS to TEXTURE2D_PARAM 8 年前
Julien Ignace 19d5484e Updated LayeredLit shader with new code. 8 年前
Julien Ignace b27e925d Fixed compilation errors for no-define version of the LayeredLit shader. 8 年前
Julien Ignace dce07c5d LayerLit layer mask is now rgb (layer0 is always 100%) 8 年前
Sebastien Lagarde c03433e2 HDRenderLoop: Add velocity shader pass 8 年前
Sebastien Lagarde 40f9dda4 HDRenderLoop: Update for velociy buffer + several stuff/fix/refactor 8 年前
Julien Ignace 28861e70 Prepared LayeredLit shader to allow switching mapping mode for each layer. Added planar mapping. 8 年前
Julien Ignace 705c2c66 Added proper support for Vertex Color in LayeredLit shader. 8 年前
sebastienlagarde 996cc98f HDRenderLoop: Move FragInput is now global to share code + reorganise debug attributes 8 年前
Julien Ignace 2d47017c Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
sebastienlagarde 2591b2be HDRenderLoop: fix issue with HeightMap 8 年前
sebastienlagarde afe68ecc HDRenderLoop: Add detail map to lit shader 8 年前
Sebastien Lagarde 97a2db70 HDRenderLoop: Premultiply EmissiveIntensity and EmissiveColor + few renaming 8 年前
sebastienlagarde f15e0c7c HDREnderLoop: First draft of new layeredLit shader 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
sebastienlagarde c75df233 HDRenderLoop: LayeredLit Remove BlendMaskMap variant 8 年前
Paul Demeulenaere 37270dfe Move SampleBakedGI & CalculateVelocity to MaterialUtilities.hlsl (it allows sharing with MaterialGraph template shader) 8 年前
Sebastien Lagarde 521b51c7 HDRenderLoop: Big refactor to preprate for depthOffsetVs 8 年前
Sebastien Lagarde d1bf008e HDRenderLoop: Add distortion pass control + depth offset support 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
Sebastien Lagarde d79f7fb8 HDRenderLoop: Some formatting 8 年前
Julien Ignace 95bd4bde First version of layered shader height blending. 8 年前
Julien Ignace 31df85eb LayeredLit: Vertex colors now act as a height offset when using height based blend. 8 年前
Julien Ignace 9613bb46 - Added the possibility for material layers to inherit from the base layer normal map. 8 年前
sebastienlagarde 0d8aeb13 HDRenderPipeline: Add support for normal and detail normal scale 8 年前
Julien Ignace c5bf4cfb Merge branch 'master' into LayeredLit 8 年前
GitHub 0e7babab Update LitData.hlsl 8 年前
GitHub 730aa021 add comment 8 年前
GitHub 4c6fa573 Change blendNormal to BlendNormalRNM 8 年前
sebastienlagarde ff5e75b4 HDRenderPipeline: First draft of tesselation (not compiling) 8 年前
Evgenii Golubev 1272e08c Move orthonormalization into GetSurfaceAndBuiltinData() 8 年前
sebastienlagarde dbf04c5b Merge remote-tracking branch 'refs/remotes/origin/master' into Add-tesselation 8 年前
sebastienlagarde 589fe428 HDRenderPipeline: More work on tesselation 8 年前
Julien Ignace bdb225d7 Now vertex color is remapped between -1 and 1 and added to the mask map when using both at the same time for layered lit shader (instead of being multiplied) 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 14785f65 HDRenderPipeline: commit unworking code 8 年前
sebastienlagarde a6377673 Merge remote-tracking branch 'refs/remotes/origin/master' into Add-tesselation 8 年前
sebastienlagarde ae5b9db5 Merge remote-tracking branch 'refs/remotes/origin/master' into Add-tesselation 8 年前
Sebastien Lagarde 83594dd2 HDRenderPipeline: Big renaming Tesselation => Tessellation 8 年前
Sebastien Lagarde 1c86fa3a HDRenderPipeline: Lot of change, still motion vector pass to fix 8 年前
sebastienlagarde 3b0e1c97 HDRenderPipeline: Large refactor of all the pass attribute and varying system 8 年前
sebastienlagarde 1e2647bc HDRenderPipeline: DepthOffset fix 8 年前
sebastienlagarde 097f767c HDRenderPipeline: Fix a lot of thing, tesselation work with lit shader but fail with layeredLit + planar and triplanr doesn't work 8 年前
sebastienlagarde 937ba3f0 HDRenderPipeline: Missing file for POM 8 年前
sebastienlagarde b82ad07d HDRenderPipeline: Push compiling code 8 年前
sebastienlagarde 69e1e4fa HDRenderPipeline: Version that work but have a tiling bug. Push for julien 8 年前
Julien Ignace 4ce76493 Added V2 of height base blend + inherit from base layer albedo option. 8 年前
sebastienlagarde 613a80ee HDRenderPipeline; Add Pom test level 8 年前
GitHub 272bdc72 Merge pull request #110 from Unity-Technologies/LayeredLit 8 年前
sebastienlagarde 50a39496 HDRenderPipeline: Batch of fix for tesselation shaders 8 年前
sebastienlagarde 4f0f829e HDRenderPipeline: Update weight calculation for layering 8 年前
sebastienlagarde 66834685 HDRenderPipeline: Add Layered Displacement + fix issue with sky + some clean 8 年前
sebastienlagarde 810afcf1 HDRenderPipeline: Update layered material 8 年前
sebastienlagarde 24f0a144 HDRenderPipeline: Move Density/opacity of Layered material in standard mode 8 年前
sebastienlagarde e0d3ad66 HDRenderPipeline: Quix fix about HeightBlend mode v2 for layered material 8 年前
Sebastien Lagarde 408e09aa HDREnderLoop: Fix cluster lighting + rename base layer to main layer 8 年前
sebastienlagarde a9389efe HDRenderPipelin: Add tiling paramater for layered (missing file) 8 年前
sebastienlagarde ffb6c390 HDRenderPipeline: Update layered material based on artists feedback 8 年前
sebastienlagarde 55b83cf2 HDRenderPipeline: Second update for artists - layered shader 8 年前
Sebastien Lagarde 40d99a5f HDRenderPipeline: Fix few issue with layered shaders 8 年前
sebastienlagarde cc4b8c9f HDRenderPipeline: Small tweak for artists on layered material 8 年前
sebastienlagarde b309c8cb HDRendePipeline: Layered Material tweak again 8 年前
sebastienlagarde aaaa267f HDRenderPipeline: Another fix for layered shaders 8 年前
sebastienlagarde 4b4a4435 HDRenderPipeline: Add horizon based specular occlusion 8 年前
sebastienlagarde 091558f9 HDRenderPipeline: Create branch 8 年前
Evgenii Golubev 8e286ad5 Enable subsurface radius and thickness parameters 8 年前
sebastienlagarde f3984098 Merge remote-tracking branch 'refs/remotes/origin/master' into Update-POM-+-Heightmap-behavior 8 年前
sebastienlagarde b7ce99a8 HDRenderPipeline: Push draft not compling 8 年前
Sebastien Lagarde 0e8d4904 HDRenderPipeline: Push another no working draft 8 年前
Sebastien Lagarde c4c5cfb5 HDRenderPipeline: Third draft not working 8 年前
Sebastien Lagarde 70821b88 HDRenderPipeline: First compiling version 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
sebastienlagarde d03f107b HDRenderPipeline: Clean and merge planar/UVSet0 POM 8 年前
sebastienlagarde ec665821 HDRenderPipeline: Fix issue with last commit 8 年前
sebastienlagarde 096f6f33 HDRenderPipeline: Add BlendMask tiling support 8 年前
sebastienlagarde 79986910 HDRednerPipeline: separate uvmapping for blend mask 8 年前
sebastienlagarde f3b40a2b HDRenderPipeline: Add support for object scale affecting tiling for layered material 8 年前
sebastienlagarde 77de29eb HDRenderPipeline: Disable tile scale when using influence mode 8 年前
Sebastien Lagarde a1e0f1e9 Rename scriptableRenderLoop Folder to ScriptableRenderPipeline 8 年前
Sebastien Lagarde ab900a3a HDRenderPipeline: Allow different keyword by layers 8 年前
Sebastien Lagarde cc2fcd8e HDRenderPipeline: Move calculation of CreateTangentToWorld to pixel shader 8 年前
Sebastien Lagarde 68f6880e HDRenderPipeline: Cleanup GUI for lit and layered lit material 8 年前
Sebastien Lagarde 3d98a86c HDRenderPipeline: Try to connect depth offset 8 年前
sebastienlagarde 261596b6 HDRenderPipeline: Update layered material to share sampler correctly 8 年前
sebastienlagarde 39e6d184 HDRenderPipeline: Fix PS4 compiler issue due to macro with multiple ## 8 年前
Sebastien Lagarde 4d17bef2 HDRenderPipeline: Draft about surface gradient code 8 年前
Sebastien Lagarde 7e59ca9a HDRenderPipeline: Fix compil + fix double sided in regular case 8 年前
Sebastien Lagarde 14dc6caa HDRenderPipeline: Replace tangentToWorld by the correct term worldToTangent 8 年前
Sebastien Lagarde f1b63cc8 HDRenderPipeline: Some rename and cleanup + add few surface gradient define case 8 年前
Sebastien Lagarde 01072951 HDRenderPipeline: Another pass on adding surface gradient code 8 年前
Sebastien Lagarde 0365d4e5 HDRenderPipeline: Change LayerUV to UVMapping + add keyword MAPPING_PLANAR 8 年前
Sebastien Lagarde 59b48449 HDRenderPipeline: Missing two change 8 年前
Sebastien Lagarde 3aa763f2 HDRenderPipeline: Make last surface gradient change - code ready to test 8 年前
Sebastien Lagarde a3352be4 HDRenderLoop: Fix compile with Surface Gradient 8 年前
Sebastien Lagarde d252ad49 HDRenderPipeline: Fix issue with SurfaceGradient + update flip/mirror normal 8 年前
Evgenii Golubev 75437908 Merge branch 'Depth-offset' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
Sebastien Lagarde 3f8a200e HDRenderPipeline: Fix planar and triplanar + triplanar POM 8 年前
Evgenii Golubev aee19128 Remove 'positionCS' from 'PositionInputs' 8 年前
Evgenii Golubev b7cf77a8 Reduce the scale and add a comment 8 年前
Evgenii Golubev ae05ac6e Add a height scaling factor for POM 8 年前
Evgenii Golubev 4dcd086c Fix depth values produced by POM 8 年前
Evgenii Golubev 9470df9a Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
Evgenii Golubev ef8b38a6 Move the POM height fix into ParallaxOcclusionMapping() 8 年前
Evgenii Golubev 7e5f4994 Compute the height for the triplanar POM 8 年前
Evgenii Golubev 841bef3d Adopt the convention that the 'depthOffsetVS' is always positive 8 年前
sebastienlagarde 50485164 HDRenderPipeline: Add tessellation tile scale 8 年前
Evgenii Golubev 185e4373 Fix view-space depth for POM (again) 8 年前
Evgenii Golubev ea306870 Fix the raw depth from the depth offset 8 年前
Evgenii Golubev f6fefa69 Add view dependency to computed linear depth values 8 年前
Evgenii Golubev 52d4f035 Simplify the preprocessed code 8 年前
Evgenii Golubev e72d74a0 Fix POM tiling issues (height, shadows) 8 年前
Evgenii Golubev a1b91c7a Fix the compile issue of the layered shader 8 年前
Evgenii Golubev 894d0fa7 Remove the arbitrary 'maxDisplacement' scale 8 年前
sebastienlagarde d0464b47 HDRenderPipeline: Fix bug with compo mask in layered material 8 年前
Julien Ignace 33f05db9 Updated base color inheritance to avoid getting negative values. 8 年前
sebastienlagarde 4f43da2d HDRenderPipeline: Add LOD cross fade (need C++ update) 8 年前
Evgenii Golubev e5611f42 Fix the view-dependent depth offset issue 8 年前
Tim Cooper c30d33b8 [Format]Reformat via format.pl to match the new conventions 8 年前
sebastienlagarde 7cfffb72 HDRenderPipeline: Clear coat model, expose specualr color model 8 年前
Evgenii Golubev 2da00de6 Set the ID of the SSS material to 0 and of the standard material to 1 8 年前
Evgenii Golubev 04fd3af5 Use 16 profiles and vtx-NoV weighted thickness 8 年前
Evgenii Golubev 7282b3a1 Don't use thickness along the view dir for thin objects 8 年前
Evgenii Golubev 98e7d6de Add a small thickness bias 8 年前
Evgenii Golubev 2a641adb Address the remaining PR feedback 8 年前
sebastienlagarde 5ea9464b HDRenderPipeline: split normalOS property 8 年前
GitHub 836d2674 Merge pull request #277 from EvgeniiG/master 8 年前
Evgenii Golubev 2e3478e3 Fix PS4 compile issues with BFE 8 年前
Evgenii Golubev 01f7c4f9 Revert back to wrapped diffuse for the transmission angular dependency 8 年前
mmikk 9719dcc6 just fix some comments in our normal mapping stuff 8 年前
sebastienlagarde 84f872d3 HDRednerPipeline: Add some comment for surface gradient and normalize tangentWS now 8 年前
sebastienlagarde 0e090e9d HDRenderPipeline: Fix normalization of normal map with SurfaceGradient/POM 8 年前
sebastienlagarde 525f10dd HDrenderPipeline: Add transmissoin on GI 8 年前
sebastienlagarde 3874d043 forget to apply transittance 8 年前
Evgenii Golubev d4c3224f Slightly tweak the LOD pattern to ensure the geometry is always visible 7 年前
Evgenii Golubev e4e4bd7a Implement a higher quality uniform noise function 7 年前
Julien Ignace 7d46e579 "Simple" LayeredLit WIP 7 年前
Julien Ignace f63d11a1 Removed baseColor influence threshold and minimum opacity parameters 7 年前
Julien Ignace 057a142d New more "regular" version of height based blend. 7 年前
Julien Ignace 62abd97f Added a separate map for influence mask. 7 年前
sebastienlagarde cb91c226 HDRenderPipeline: Fix issue with POM and layered shader 7 年前
sebastienlagarde e2c021c4 Add clear coat material in Lit + few cleanup 7 年前
sebastienlagarde 90dcb63d HDRenderPipeline: Update test scene with clear coat test 7 年前
Julien Ignace 39c4d3b5 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RenameLayeredShader 7 年前
Peter Bay Bastian a1133cd9 Update #includes of ShaderLibrary to new path 7 年前
Peter Bay Bastian e621aacf Convert absolute paths to relative paths in shader includes 7 年前
sebastienlagarde eacc4ecd HDRenderPipeline: Update some comment in UI and code 7 年前
sebastienlagarde c1c97c18 push draft 7 年前
Julien Ignace 26608503 - "Opacity As Density" mode is now a checkbox 7 年前
Julien Ignace 27e00b17 Fixed a bug where main layer influence would show up even if the main layer blend mask was zero. 7 年前
Julien Ignace ba7a39b0 Normal map influence now lerps to the tangent space vertex normal instead of lower mip of the normal map. Less artifacts and probably better performance. 7 年前
Julien Ignace 2d461ae1 Removed DetailMask and Emissive Mode. 7 年前
Sebastien Lagarde f8e4f5df Merge remote-tracking branch 'refs/remotes/origin/master' into bent-normal-and-specular-occlusion 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 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 dffeb424 Small fix for extreme value 7 年前
Julien Ignace 35694075 Fix shader compilation issue on PS4 7 年前
Julien Ignace 60566108 Properly implemented Depth pre-pass in HDRP for Alpha tested geometry (do pre-pass with clip in the shader and then main pass without to avoid bypassing HiZ on GCN hardware) 7 年前
sebastienlagarde cd77b9ac HDRenderPipeline: Fix an issue with tessellation when in heightmap min > max 7 年前
sebastienlagarde 86cbf617 HDRenderPipeline: Prevent a divide by 0 with Influence mode on LayeredLit.shader 7 年前
sebastienlagarde 55a34e3a HDRenderPipeline: Fix Copy/paste failure.... with fix on tessellation 7 年前
Julien Ignace 61fc8ab8 Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_DepthPrepass 7 年前
sebastienlagarde 938357d4 HDRenderPipeline: Avoid divide by zero in shader + fix typo 7 年前
sebastienlagarde 771c8d04 Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Unity-2017.3 7 年前
sebastienlagarde b9915628 HDRenderPipeline: First draft of support of vertex displacement 7 年前
Julien Ignace b19067dd Fixed normal influence when using gradient mapping. 7 年前
sebastienlagarde 54f30000 Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-support-of-vertex-displacement 7 年前
sebastienlagarde 5d0125b2 HDRenderPipeline: Rename diplacement to vertex displacement and add a per pixel dispalcement scale (not done) 7 年前
sebastienlagarde f4828c10 HDRenderPipeline: Test Per Pixel scale lock 7 年前
Evgenii Golubev 334ddc48 Fix POM with object scale 7 年前
sebastienlagarde b8834451 HDRenderPipeline: Rename objectScale to invObjectScale 7 年前
Evgenii Golubev 84d9b5a3 Fix POM using the primitive size 7 年前
Evgenii Golubev 381a7ef3 Bugfix tiling/object scale on/off 7 年前
Frédéric Vauchelles 90b2eb1e Added refraction, roughness refraction and transparency absorption 7 年前
sebastienlagarde 5e3b6e01 Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-Per-Pixel-scale 7 年前
sebastienlagarde 6174ec1c Define correct behavior for tessellatoin and planar mapping displacement 7 年前
Evgenii Golubev 0f32a291 Make POM match tessellation in the case of planar mapping 7 年前
Evgenii Golubev adaaa4fa Factor out GetInverseObjectScale() 7 年前
Evgenii Golubev a38309ba Factor out GetInverseTilingScale() 7 年前
Evgenii Golubev cfb66a7d Remove 'ppdEnable' 7 年前
Evgenii Golubev 9ad7a06f Optimize ApplyPerPixelDisplacement() 7 年前
Evgenii Golubev 6610eebb Precompute '_InvPrimScale' and '_InvTilingScale' 7 年前
Evgenii Golubev e54f754a Implement FastACosPos() 7 年前
Evgenii Golubev 090ef5ee Fix triplanar POM (without the depth offset) 7 年前
Evgenii Golubev 9fe5367d Support depth offset with the triplanar POM 7 年前
Evgenii Golubev 56145e02 Optimize triplanar POM with branches and abs() 7 年前
sebastienlagarde a40f87a0 Clean/update for distortion + add a transparent depth prepass 7 年前
Evgenii Golubev ea93b8f4 Merge branch 'Add-Per-Pixel-scale' of https://github.com/Unity-Technologies/ScriptableRenderLoop 7 年前
Evgenii Golubev 4b498c82 Initial implementation of stochastic alpha test using TAA 7 年前
sebastienlagarde cb146691 Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-Per-Pixel-scale 7 年前
sebastienlagarde 551e98f0 Refactor the UI to have vertex, pixel and tessellation displacement 7 年前
sebastienlagarde 4c55d7e9 Merge pixel and vertex locak object scale, they are identical and the feature are mutually exclusive 7 年前
Sebastien Lagarde 30675a6f HDRenderPipeline: LayeredLit - Remove layerTilingBlendMask parameter and replace it by propoer scale/bias attribute 7 年前
sebastienlagarde 01855213 Small comment and reformat 7 年前
Sebastien Lagarde e4bc3f52 HDRenderPipeline: LayeredLit - Update ComputePerVertexDisplacement() 7 年前
sebastienlagarde af8794d4 Remove object scale from attribute/interpolator of tessellation 7 年前
Evgenii Golubev 18b135d5 Improve the precision of the tangent vector stored within the G-buffer 7 年前
sebastienlagarde 1ba9429f Minor optimizatoin, precompute inverse TexWorldScale 7 年前
sebastienlagarde 2bfcb077 Push draft of layered lit work 7 年前
sebastienlagarde 956f0a26 Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-Per-Pixel-scale 7 年前
Sebastien Lagarde f7913771 ComputePerVertexDisplacement now return a float3 7 年前
Sebastien Lagarde 77bd4a4c Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-Per-Pixel-Scale-Seb 7 年前
Sebastien Lagarde f71d11d3 Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-Per-Pixel-Scale-Seb 7 年前
Sebastien Lagarde 01ffdfce Test if there is a main heightmap before apply heightmap influence of layer 0 7 年前
Sebastien Lagarde 10a115ec Clean code. Remove now unused hack (as applyHeight formula have change) 7 年前
Sebastien Lagarde 746126c6 define LAYERS_HEIGHTMAP_ENABLE - allow compiler to optimize more 7 年前
Sebastien Lagarde 02cabcb8 First draft of POM with layering - work on simple case - no influence mode 7 年前
sebastienlagarde b466af28 Merge remote-tracking branch 'refs/remotes/origin/Add-Per-Pixel-scale' into Add-Per-Pixel-Scale-Seb 7 年前
Sebastien Lagarde 1b01b294 unify applyHeight call 7 年前
sebastienlagarde d40f1b67 Fix compil error 7 年前
sebastienlagarde 3ccbb95a Merge remote-tracking branch 'refs/remotes/origin/Add-Per-Pixel-scale' into Add-Per-Pixel-Scale-Seb-Pixel-displacement 7 年前
Sebastien Lagarde 3fec7c83 Update of the UI 7 年前
Sebastien Lagarde 8208d510 Sample influence map with mapping of main layer 7 年前
sebastienlagarde 7357d706 - Roolback to applyPerPixelDisplacement in litData + Add keyword _INFLUENCEMASK_MAP 7 年前
sebastienlagarde 970fb50d test 7 年前
Sebastien Lagarde 1007f823 Working individual layer 7 年前
Sebastien Lagarde b57d314c first working version (don't work with tiling / scaling) but work with planar/UV0 7 年前
sebastienlagarde 8866a519 Remove maxHeight from the POM code, not needed 7 年前
sebastienlagarde 2fe0e0bf Add toggle to lock UV tiling/offset of details to base 7 年前
Frédéric Vauchelles acca5c71 Use a multiply blend mode instead of stencil to control distortion 7 年前
Frédéric Vauchelles 5cf7b5ab Added remapping for distortion blur 7 年前
Sebastien Lagarde 6dd42b8c Update forward only mechanism 7 年前
Sebastien Lagarde bd84a419 Correct wrong define used in test + fix issue with transparent keyword not reset 7 年前
sebastienlagarde e2c140f5 HDRenderPipeline: Fix issue with influence Mask not setup to the correct value 7 年前
Frédéric Vauchelles c755942b Fixed Lit/Distortion debug 7 年前
Frédéric Vauchelles 8814a24e Updated shaders with transparency properties 7 年前
sebastienlagarde 522098e8 Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into Unity-2017.3 7 年前
Sebastien Lagarde cd755f87 Add _SURFACE_TYPE_TRANSPARENT keyword (so fog work with rough refraction) 7 年前
Sebastien Lagarde e435361c HDRenderPipeline: Add support of SSS to LayeredLit 7 年前
Julien Ignace 7b039c34 Hardcoded vertex color alpha values for layered shader vertex blend mask when using wind so that main layer is visible without affecting wind behavior for the object. 7 年前
GitHub 0b8dfa09 Update LitData.hlsl 7 年前
Frédéric Vauchelles 977bf6d0 Refactored refraction mask as opacity mask 7 年前
Frédéric Vauchelles b1d90f15 Renamed opacity mask to transmittance mask 7 年前
GitHub 10eb1d97 Update LitData.hlsl 7 年前
sebastienlagarde 9e42a42c HDRenderPipeline: Add basic specular occlusoin support from Ambient occlusion map 7 年前
Paul Melamed 46c0667a Blend decal normals in tangent space 7 年前
Paul Melamed a5eb21ff cleaned up decal shader, added custom UI for decal shader 7 年前
Paul Melamed d9d7b2cb refactor to address all comments by Sebastien in slack conversation. 7 年前
sebastienlagarde 4287ed02 HDRenderPipeline: Split Lit and LayeredLit data file in several part to make it more readable 7 年前
sebastienlagarde 11388041 HDRenderPipeline: Add tile/scale uv control to emissive color map 7 年前
Evgenii Golubev 703152bd Replace GetViewShiftedNormal() with GetViewReflectedNormal() 7 年前
sebastienlagarde 960faf23 HDRenderPipeline: Change distortion map to be 0..1 (to support LDR format) 7 年前
Sebastien Lagarde 36f3cfd4 merge unity 2017.3 7 年前
Sebastien Lagarde 69f19bc0 HDRenderPipeline: Add support of shadow mask (Disabled in 2017.3) - require C++ change 7 年前
Evgenii Golubev 6e30e2d6 Merge branch 'Unity-2017.3' 7 年前
sebastienlagarde f9690423 HDRenderPipeline: Update UI for AO (Remap), Distortion (ScaleBias) and UnlitColor (UVs mapping) 7 年前
Paul Melamed d31d3ab4 Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderLoop into prototype/decals 7 年前
Evgenii Golubev 9caf6678 Rename Sqr() to Sq(): SQ = SQuare. SQRT = SQuareRooT 7 年前
Peter Bay Bastian 9dd5e5c5 Change shader include paths to take advantage of Core being an include path now 7 年前
Evgenii Golubev 816893ee Remove a magic number 7 年前
Peter Bay Bastian 85e38a3c Merge branch 'master' into shader-include-paths-2 7 年前
Evgenii Golubev 0ed1b80b Global rename 7 年前
Paul Melamed 68425c93 Merge branch 'master' into prototype/decals 7 年前
Paul Melamed dd2f4c60 Decals work with master and trunk 7 年前
sebastienlagarde 2f16949c HDRenderPipeline decals: Addressed PR feedback 7 年前
sebastienlagarde 33ecd2ca ShaderLibrary: Move Sampling and sequence file into a Sampling folder (to clean a bit the directory) 7 年前
sebastienlagarde 4b26e012 Move all core file to subfolder CoreRP + update shader include path to CoreRP/ShaderLibrary 7 年前
lyndon homewood 595016ea Moved MipMap Debug rendering to its own mode. 7 年前
lyndon homewood 9b9d85af Tidied up mip map debugging in shaders based on PR feedback 7 年前
Sebastien Lagarde c3a7633d Rename SubsurfaceProfile to DiffusionProfile and SubsurfaceRadius to SubsurfaceMask 7 年前
sebastienlagarde a40f534c Correct based on various feedback 7 年前
sebastienlagarde 97898a85 Move everything to bitfield 7 年前
Evgenii Golubev 6cda90aa Rename HasMaterialFeatureFlag() to HasFeatureFlag() 7 年前
Sebastien Lagarde f97342c5 Merge remote-tracking branch 'refs/remotes/origin/master' into feature/mip-debug 7 年前
lyndon homewood ef4b0aa9 Merge branch 'feature/mip-debug' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into feature/mip-debug 7 年前
sebastienlagarde 0f3d885b file format problem fix 7 年前
Raymond Graham d1c64b56 Merge branch 'master' into gpuInstancingSupport 7 年前
Evgenii Golubev 77f9f167 Merge branch 'master' 7 年前
sebastienlagarde 313ca6c5 Emissive color: add support for uv mapping selection 7 年前
sebastienlagarde 4bae05ba Merge remote-tracking branch 'refs/remotes/origin/master' into gpuInstancingSupport 7 年前
sebastienlagarde 02e0282c Add default decal material + add support dbuffer on lit material 7 年前
sebastienlagarde 0b8efbbc Add support of UV1 to UV3 set on base color 7 年前
Paul Melamed 8668ed75 decals working on transparency 7 年前
Sebastien Lagarde 7c47762c Remove GetViewReflectedNormal that is incorrect 7 年前
Sebastien Lagarde e2c88f24 update code 7 年前
sebastienlagarde b2319266 Update saturate(NdotV) to ClampNdotV 7 年前
sebastienlagarde 5e5e46c8 Merge remote-tracking branch 'refs/remotes/origin/master' into support-iridescence 7 年前
Paul Melamed 75b17fab Merge branch 'master' into decals/clustered 7 年前
Evgenii Golubev a3e9bdfc Improve the support of orthographic rendering 7 年前
Sebastien Lagarde 7fa77a07 Fix up layered lit materials with a subsurface mask map 7 年前
Paul Melamed ac77aad6 For opaques use decal diffuse alpha for all channels. 7 年前
Evgenii Golubev 8d663ac4 Merge upstream/master 7 年前
sebastienlagarde 730f3273 HDRP: add geometric filtering to lit shader 7 年前
Sebastien Lagarde 079ea329 Add support of Texture filtering (seems to not work yet) 7 年前
sebastienlagarde c1827b93 Rename positionWS to positionRWS + update shader graph template 6 年前
Stephane Laroche a4accf0c SPTD based specular occlusion enabled in Lit material. 6 年前
Stephane Laroche cbb9a885 Merge branch 'master' into StackLit2 6 年前
sebastienlagarde f222f97c Rename DBuffer -> Decals + Add decal multicompile option 6 年前
Sebastien Lagarde 56790568 Refactor GetBakedDiffuseLighting 6 年前
Sebastien Lagarde 9c4acb91 Import various stacklit branch change 6 年前