1473 次代码提交 (df6d69e8-900c-4c6a-ba6e-fc6d86968099)

作者 SHA1 备注 提交日期
sebastienlagarde 50a39496 HDRenderPipeline: Batch of fix for tesselation shaders 8 年前
Evgenii Golubev aa6bf886 Implement the initial version of the SSS algorithm 8 年前
GitHub f2eb9af9 Merge pull request #113 from Unity-Technologies/Add-two-sided-test-scene 8 年前
Evgenii Golubev 738befc5 Make a copy of the stencil buffer 8 年前
sebastienlagarde ddc209b1 HDRenderPipeline: Add two sided test scene + clean a bit test directory 8 年前
Evgenii Golubev 21be7561 Merge branch 'master' into SSSSS 8 年前
Evgenii Golubev 087242cd Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
Sebastien Lagarde 52f90645 HDRenderPipeline: Parrallax occlusion mapping add lod fading 8 年前
Sebastien Lagarde 6a2f84cb HDRenderPipeline: Fixx issue with tessellation (Shadow, depthonly, distortion) 8 年前
GitHub d5396bc4 Merge pull request #112 from Unity-Technologies/Move-all-are-LTC-data-in-one-texture2DArray 8 年前
Sebastien Lagarde bbf9674c HDRenderPipeline: Move all are LTC data in one texture2DArray 8 年前
GitHub 2c21b8bb Merge pull request #111 from Unity-Technologies/Fix-Discrenpency-forward-deferred 8 年前
Sebastien Lagarde 6c05ce51 HDRenderPipeline: Fix compil issue + discrepencey forward deferred 8 年前
Antti Tapaninen 19b9d7f6 add new macros that were missing from Metal.hlsl 8 年前
GitHub 272bdc72 Merge pull request #110 from Unity-Technologies/LayeredLit 8 年前
sebastienlagarde 298c7695 HDRenderPipeline: Clean some code in Tessellation 8 年前
GitHub 297cb6ad Merge pull request #109 from Unity-Technologies/Add-object-scale-for-tessellation 8 年前
sebastienlagarde bcc0a738 HDRenderPipeline: Missing scale 8 年前
sebastienlagarde e25f8c19 HDRenderPipeline: Add object scale 8 年前
sebastienlagarde 6c49eb5c SRL: Fix issue with Texture2D_float not recognize on windows + format 8 年前
GitHub 2ba6f819 Merge pull request #108 from Unity-Technologies/metal 8 年前
GitHub 89421bcf Merge branch 'master' into metal 8 年前
mmikk 65dc77ef fix something obvious :) 8 年前
Antti Tapaninen 13ea9eba fix a typo from 6a559794e99deb97862d7665ded84ac0396dbcf3 8 年前
mmikk 53139a71 prevent crash on iOS from illegal access 8 年前
Evgenii Golubev d1ed6394 Split lighting for all materials into diffuse and specular 8 年前
Juho Oravainen 4320bff0 Initial metal support kickoff. Tweaked shader pragma targets from 5.0 to 4.5. Added metal to only_renderers lists. Added initial platform header API/Metal.hlsl. Couple of include paths changed to absolute until a bugfix lands on Unity side. 8 年前
GitHub 32b2a51e Merge pull request #107 from Unity-Technologies/Add-POM-and-Tesselation-Test-Level 8 年前
Evgenii Golubev 4cf1213b Implement the pass combining specular with diffuse and SSS 8 年前
Antti Tapaninen 65e1c7e7 workaround hlsl bytecode/metal output issue that only triggered on iOS 8 年前
sebastienlagarde d3d2750f HDRenderPipeline: Small fix that cause POM to be tiled 8 年前
Evgenii Golubev 8b521e10 Merge branch 'master' into SSSSS 8 年前
Antti Tapaninen 81f3ecea increase precision to full floats for _CameraDepthTexture 8 年前
sebastienlagarde c91d56dd Merge remote-tracking branch 'refs/remotes/origin/master' into Add-POM-and-Tesselation-Test-Level 8 年前
GitHub 4ed323aa Merge pull request #105 from Unity-Technologies/Add-POM-and-Tesselation-Test-Level 8 年前
Antti Tapaninen 3b4a5fb9 update submodule revision 8 年前
sebastienlagarde d7a39bc6 HDRenderPipeline: Add tessellation test 8 年前
Antti Tapaninen f97d3a10 tweak project settings for metal 8 年前
sebastienlagarde 613a80ee HDRenderPipeline; Add Pom test level 8 年前
Julien Ignace 4ce76493 Added V2 of height base blend + inherit from base layer albedo option. 8 年前
Antti Tapaninen cbf11282 add Hidden/CubeToPano to always included shaders 8 年前
sebastienlagarde cf6dab8e HDRenderPipeline: Disable (not implemented) IES lights to save one slot on PS4 (until PS4 is fix) 8 年前
GitHub 2998dd35 Merge pull request #104 from Unity-Technologies/Add-ParallaxOcclusionMapping 8 年前
sebastienlagarde 69e1e4fa HDRenderPipeline: Version that work but have a tiling bug. Push for julien 8 年前
Evgenii Golubev 212f861f Use a new workaround for Utilities.DrawFullscreen() 8 年前
sebastienlagarde b82ad07d HDRenderPipeline: Push compiling code 8 年前
Evgenii Golubev 2bfdeef3 Output diffuse lighting into a separate render target 8 年前
sebastienlagarde 5a9cce71 Merge remote-tracking branch 'refs/remotes/origin/master' into Add-ParallaxOcclusionMapping 8 年前
GitHub fe3b2295 Merge pull request #103 from EvgeniiG/master 8 年前
Evgenii Golubev d5c68fe1 Implement DrawFullscreen() with MRT support 8 年前