480 次代码提交 (dee59c09-6932-4305-b8f5-15023a00c8d9)

作者 SHA1 备注 提交日期
Evgenii Golubev 73b5742b Do not use Material.SetColor() API as it doesn't supply the shader with the values you expect 8 年前
Evgenii Golubev 849f1732 Create a material ID swap utility 8 年前
Felipe Lira 7b6bea1a (LDPipe) Fixed issue where objects where not being rendered in metal when there was not light shadow caster. 8 年前
Evgenii Golubev e42b32e9 Implement a more accurate heuristic to avoid the cost of SSS filtering 8 年前
Evgenii Golubev 96d3becf Update the generated header file 8 年前
Felipe Lira 3a74033e Merge branch 'test-framework' 8 年前
Evgenii Golubev c0b4b9e8 Optimize SSS with an early-out based on the distance and the radius 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
GitHub 6d901bc9 Merge pull request #249 from EvgeniiG/small_sky_improvements 8 年前
Evgenii Golubev 6c724f17 Add a comment 8 年前
GitHub 6c4b8ea7 Merge pull request #248 from EvgeniiG/small_sky_improvements 8 年前
Evgenii Golubev ba07b13e Remove a bad numerical fit for DiffuseSphereLightIrradiance() 8 年前
mmikk 816ec401 turned out HasShaderDefine() landed in 2017_1 afterall 8 年前
Evgenii Golubev 0ebd995a Add a note regarding the requirement for (NdotL > 0) 8 年前
Felipe Lira 8f108bb9 Fixed run time issue when cascades were enabled in LD. 8 年前
Evgenii Golubev 80077f9a Save 1 VGPR by removing 'unNdotV' from PreLightData 8 年前
GitHub 9a69062d Merge pull request #247 from Unity-Technologies/test-framework 8 年前
Evgenii Golubev 8ced0098 Partially fix broken sky lighting on scene reload 8 年前
Evgenii Golubev 747ebdbf Simplify the macro 8 年前
Evgenii Golubev 7758c3b3 Add a "Max Sky Distance" parameter to the procedural sky 8 年前
Evgenii Golubev 8f41c126 Replace the standard deviation with the scatter distance in centimeters 8 年前
GitHub 32ccb9ac Merge pull request #246 from EvgeniiG/master 8 年前
Evgenii Golubev 0ca73a6a Switch the thickness remap to centimeters and set the low thickness threshold to 0.5 cm 8 年前
Evgenii Golubev 1f9e3e8f Fix specular artifacts for (NdotV < 0) 8 年前
Evgenii Golubev 29ab36e1 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
mmikk 2d627a06 must return all 4 components for RGBm 8 年前
mmikk 11d5531b make this editor cache thing editor only 8 年前
runes bd5861bc fixed flickinger with multiple viewports 8 年前
runes a412958b Added projectors to TileDebug enum 8 年前
Evgenii Golubev 0f88492f Clean up #defines 8 年前
Evgenii Golubev 31365e67 Add another sphere light approximation 8 年前
Sebastien Lagarde d43dde2d HDRenderPipeline: Change normal tetra 10:10+2 encoding to oct10:10+2 encoding 8 年前
Evgenii Golubev 1a8376bc Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
Evgenii Golubev 4406b447 Update the sphere light approximation 8 年前
Evgenii Golubev f5110cd2 Save 1 cycle 8 年前
Evgenii Golubev 55ddce82 Fix hard clipping artifacts 8 年前
Evgenii Golubev 6c224d47 Merge branch 'master' 8 年前
Evgenii Golubev 2a173afd Avoid a compiler warning 8 年前
Evgenii Golubev ff7d6139 Improve formatting 8 年前
Evgenii Golubev c430aa46 Tweak the area light approximation 8 年前
Evgenii Golubev 091d4389 Make sure there is no energy loss when the light is entirely above the horizon 8 年前
Evgenii Golubev bb60eead Update comments 8 年前
Evgenii Golubev 013ae3a2 Clean up and optimize a bit 8 年前
Evgenii Golubev 4cdf5753 Implement fake horizon clipping 8 年前
Evgenii Golubev 8fc77bcd Do the simplest thing possible 8 年前
Evgenii Golubev 4b648a68 Add full horizon clipping 8 年前
Julien Ignace 9e2f0ea8 - Cleaned Debugging component (not much left there...) 8 年前
Evgenii Golubev 7d130a77 Remove the case which acos() does not support 8 年前
Julien Ignace 25092737 Simplified (hopefully) the way we display material and lighting debug modes. 8 年前
Evgenii Golubev 0ecd61d6 Save 2 cycles 8 年前