225 次代码提交 (e0d4368a-6291-4729-83e1-f721109bc9ad)

作者 SHA1 备注 提交日期
sebastienlagarde 120fb435 HDRenderPipeline: First draft of tesselation, working for base layer only 8 年前
sebastienlagarde 3566a95a HDRenderPipeline: Upgrade after Julien change 8 年前
Julien Ignace 47800dae Fixed a number of issues on PS4 8 年前
Sebastien Lagarde 8f97c56c HDRenderPipeline: Add Phong tesselation 8 年前
Sebastien Lagarde b60287f0 HDRenderPipeline: Make distance based edge factor (WIP, lot of thing to change) 8 年前
sebastienlagarde 886b32ec HDRenderPipeline: update unlit shader 8 年前
Sebastien Lagarde fd23a655 HDRenderPipeline: Second part of modification still not compiling/working 8 年前
sebastienlagarde 3b0e1c97 HDRenderPipeline: Large refactor of all the pass attribute and varying system 8 年前
sebastienlagarde 53b5f4b3 HDRenderPipeline: Fixing a lot of compiling issue, all is now compiling 8 年前
Sebastien Lagarde 1cc45a08 HDRenderPipeline: Push various error and warning fix 8 年前
Sebastien Lagarde fe9b2eb8 HDRenderPipeline: Format + another set of fix with displacement map 8 年前
Sebastien Lagarde f4f59ad1 HDRenderPipeline: Add distance and screen adapation + backface culling 8 年前
sebastienlagarde e447e133 HDRenderPipeline: Fix tessellation issue with double sided 8 年前
sebastienlagarde 613a80ee HDRenderPipeline; Add Pom test level 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 89421bcf Merge branch 'master' into metal 8 年前
sebastienlagarde e25f8c19 HDRenderPipeline: Add object scale 8 年前
sebastienlagarde 298c7695 HDRenderPipeline: Clean some code in Tessellation 8 年前
sebastienlagarde 50a39496 HDRenderPipeline: Batch of fix for tesselation shaders 8 年前
sebastienlagarde 810afcf1 HDRenderPipeline: Update layered material 8 年前
Sebastien Lagarde 408e09aa HDREnderLoop: Fix cluster lighting + rename base layer to main layer 8 年前
Sebastien Lagarde da3da19b HDRenderPipeline: Attempt to fix cluster rendering 8 年前
sebastienlagarde ada64deb HDRenderPipeline: Add tiling paramater for layered 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
sebastienlagarde 8a6b2cf1 HDRenderPipeline: Update unlit shader 8 年前
sebastienlagarde 4b4a4435 HDRenderPipeline: Add horizon based specular occlusion 8 年前
Evgenii Golubev 9fc5bc97 Fix typos 8 年前
Evgenii Golubev 0ca79425 Merge branch 'SSSSS' 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 aa453c68 HDRenderPipeline: Fix several problem - POM working with layered and lit planar 8 年前
Julien Ignace b21da003 Added Lighting debug passes for Tessellation shaders. 8 年前
sebastienlagarde 096f6f33 HDRenderPipeline: Add BlendMask tiling support 8 年前
sebastienlagarde 66d474dd Merge remote-tracking branch 'refs/remotes/origin/master' into Add-Blend-Mask-Tiling-param 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
Sebastien Lagarde a1e0f1e9 Rename scriptableRenderLoop Folder to ScriptableRenderPipeline 8 年前
Sebastien Lagarde ab900a3a HDRenderPipeline: Allow different keyword by layers 8 年前
sebastienlagarde e13205b5 HDRenderPipeline: Change two sided options 8 年前
sebastienlagarde 8a5cbf10 HDRenderPipeline: Cleanup of inspectorUI code for LayredLit and Lit material 8 年前
Sebastien Lagarde 0c007b69 HDRenderPipeline: Missing two files 8 年前
GitHub 29e588a8 Merge pull request #156 from EvgeniiG/master 8 年前
GitHub 24918600 Merge pull request #162 from EvgeniiG/master 8 年前
Sebastien Lagarde 0365d4e5 HDRenderPipeline: Change LayerUV to UVMapping + add keyword MAPPING_PLANAR 8 年前
Sebastien Lagarde 3f8a200e HDRenderPipeline: Fix planar and triplanar + triplanar POM 8 年前
sebastienlagarde 50485164 HDRenderPipeline: Add tessellation tile scale 8 年前
Sebastien Lagarde 8ebbee62 HDRenderPipeline; Fix issue with tessellation and velocity pass + reformat 8 年前
sebastienlagarde 4f43da2d HDRenderPipeline: Add LOD cross fade (need C++ update) 8 年前
sebastienlagarde ddd7d5d5 HDRenderPipeline: Change all include shader absolute path to relative path 8 年前
Julien Ignace a58a777f Added first version of vertex wind and a corresponding test scene. 8 年前
Julien Ignace 83a7b5d3 Added a directionality parameter to the wind vertex animation. 8 年前
sebastienlagarde ed55ce8f HDRenderPipeline: Clean debgu settings 8 年前
sebastienlagarde 79156ff3 HDRenderPipeline: Complete previous submit (github error) 8 年前
sebastienlagarde 67b47dd9 HDRenderPipeline: Fix misc issue introduce during the clean of debug mode clean 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 235b3f5e Use the same stencil value for all non-SSS materials 8 年前
sebastienlagarde e93ed04c HDRenderPipeline: Re-add "none" mode for double sided lighting 8 年前
sebastienlagarde 5ea9464b HDRenderPipeline: split normalOS property 8 年前
Sebastien Lagarde d06af446 HDrenderPipeline: Update stencil bits 8 年前
Evgenii Golubev 70499455 Switch to HDCamera matrices (WIP, shadows have not yet been fixed) 8 年前
Evgenii Golubev 0a7924ff Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into hdrp_matrix 8 年前
sebastienlagarde a311adc9 HDRenderPipeline: Remove LegacyLayered and Performancecheck of shaders code 7 年前
Evgenii Golubev 5570c647 Merge branch 'master' 7 年前
Evgenii Golubev 08f93209 Use the legacy Unity matrices for shadow map rendering 7 年前
Evgenii Golubev df0f7a32 Add SHADERPASS_SHADOWS 7 年前
uygar 4125f4e0 Disabling zclipping in shaders that have a shadowcaster pass. 7 年前
Evgenii Golubev c2f786f1 Merge branch 'master' of https://github.com/EvgeniiG/ScriptableRenderLoop into hdrp_matrix 7 年前
Evgenii Golubev d8386bd4 Address the PR feedback 7 年前
sebastienlagarde 2016f575 HDRenderPipeline: Move ShaderConfig.cs.hlsl to ShaderVariables.hlsl 7 年前
Julien Ignace 719e0012 Renamed LayeredLit shaders and UI classes to InfluenceLayeredLit. 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
Julien Ignace 4957c390 - Renamed InfluenceLayeredLitXXX classes back to LayeredLit 7 年前
runes dd5838bd sample game delta: 7 年前
Peter Bay Bastian a1133cd9 Update #includes of ShaderLibrary to new path 7 年前
Tim Cooper e0e3492b Merge remote-tracking branch 'origin/master' into sample_game 7 年前
sebastienlagarde c1c97c18 push draft 7 年前
Julien Ignace 9ddbd02b Heightmaps are now parametrized with Min/Max values instead of amplitude. 7 年前
Julien Ignace 26608503 - "Opacity As Density" mode is now a checkbox 7 年前
Julien Ignace 2d461ae1 Removed DetailMask and Emissive Mode. 7 年前
Julien Ignace d2e6ad3c Smoothness now has a min/max slider for remapping when a texture is provided (otherwise, the regular slider is still available). 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
Peter Andreasen a2e029a1 merge with master + a few samplegame fixes 7 年前
Julien Ignace 9e3a6300 Fixed directional shadow for transparent shaders by adding the right defines. 7 年前
Peter Andreasen 69c448b2 Merge remote-tracking branch 'origin/master' into sample_game 7 年前
Julien Ignace 879855a5 Missing property in LayeredLitTessellation.shader 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
Peter Andreasen 867c8236 Merge remote-tracking branch 'origin/master' into sample_game 7 年前
Julien Ignace bc57fd4a Small fixes based on PR feedback 7 年前
sebastienlagarde b9915628 HDRenderPipeline: First draft of 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
Evgenii Golubev 84d9b5a3 Fix POM using the primitive size 7 年前
Evgenii Golubev 6610eebb Precompute '_InvPrimScale' and '_InvTilingScale' 7 年前
sebastienlagarde a40f87a0 Clean/update for distortion + add a transparent depth prepass 7 年前
Peter Andreasen 2ef7d649 merged with master 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 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 0f381168 Fix issue with InvTilingScale not working with layered 7 年前
sebastienlagarde 6d6ac1f7 Change Range of DetailXXXScale parameter 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
sebastienlagarde 3946f7cd Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-Per-Pixel-scale 7 年前
sebastienlagarde 9700ad93 Rename Displacement mode to more artists friendly name 7 年前
sebastienlagarde 7357d706 - Roolback to applyPerPixelDisplacement in litData + Add keyword _INFLUENCEMASK_MAP 7 年前
sebastienlagarde 3305fbf3 Merge remote-tracking branch 'refs/remotes/origin/Add-Per-Pixel-scale' into Add-Per-Pixel-Scale-Seb-Test 7 年前
sebastienlagarde 22664053 HDRenderPipeline: fix missing _LinkDetailsWithBase attribute on Layered shader 7 年前
Peter Andreasen e2332032 Merge remote-tracking branch 'origin/master' into sample_game 7 年前
Sebastien Lagarde ff69034b HDRenderPipeline: PRovide correct default value for Amplitude property of displacement 7 年前
Sebastien Lagarde f3fffa10 HDRenderPipeline: Fix Distortion UI (Correctly replicate attribute on shader) 7 年前
Frédéric Vauchelles 8814a24e Updated shaders with transparency properties 7 年前
Evgenii Golubev 350fd652 Fix broken includes 7 年前
Julien Ignace 4a214e97 - Fixed shader compilation errors on PS4 7 年前
Frédéric Vauchelles 025b17dc Added pre refraction toggle in layered shader 7 年前
Julien Ignace 7da1ae05 Added "enable fog" parameter to layered shader. 7 年前
sebastienlagarde aa798d74 HDRenderPipeline: Remove useless _BLENDMODE_SOFT_ADD 7 年前
GitHub 2df3e46a Merge branch 'Unity-2017.3' into feature/transparentSpecularBlending 7 年前
Sebastien Lagarde cd755f87 Add _SURFACE_TYPE_TRANSPARENT keyword (so fog work with rough refraction) 7 年前
sebastienlagarde 36c0ec18 Add _BLENDMODE_ACCURATE_LIGHTING keyword - change _ENABLE_FOG to _ENABLE_TRANSPARENT_FOG 7 年前
sebastienlagarde d33ee23f more renaming 7 年前
Sebastien Lagarde e435361c HDRenderPipeline: Add support of SSS to LayeredLit 7 年前
Mikko Strandborg a2a3c47b Add vulkan to the list of only_renderers in all the shaders 7 年前
sebastienlagarde 4287ed02 HDRenderPipeline: Split Lit and LayeredLit data file in several part to make it more readable 7 年前
Julien Ignace eb9b38db Hack for GI to handle Alpha Test correctly: Filled the hard-coded property used by the GI system to resolve opacity with our own equivalent so that GI works correctly with alpha-test. Disabled for now for Unlit because of a name conflict. 7 年前
Evgenii Golubev 9e8db4ba Add a thickness remap for the thickness map (on the material itself) 7 年前
GitHub 068e18e4 Merge pull request #532 from Unity-Technologies/Branch_FixPVROpacity 7 年前
GitHub 06f28ec2 Merge pull request #538 from Unity-Technologies/Unity-2017.3 7 年前
sebastienlagarde 11388041 HDRenderPipeline: Add tile/scale uv control to emissive color map 7 年前
GitHub b6cf8abe Merge pull request #549 from Unity-Technologies/Unity-2017.3 7 年前
uygar 20767512 Added programmatic control of depth clipping. Depth clipping is disabled for shadow cascades and enabled for everything else. 7 年前
GitHub 1886d3d6 Merge pull request #555 from Unity-Technologies/Unity-2017.3 7 年前
sebastienlagarde bc549388 HDRenderPipeline: Update Metapass to do correct ifdef test 7 年前
Sebastien Lagarde 36f3cfd4 merge unity 2017.3 7 年前
GitHub 64affbce Merge pull request #559 from Unity-Technologies/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
GitHub aeb0b914 Merge pull request #565 from Unity-Technologies/Unity-2017.3 7 年前
Evgenii Golubev d57bf9b9 Fix tessellation frustum culling, clean and optimize 7 年前
GitHub 9ef5873f Merge pull request #571 from Unity-Technologies/Unity-2017.3 7 年前
GitHub 569840ef Merge pull request #573 from Unity-Technologies/Unity-2017.3 7 年前
Peter Andreasen f052451a merged from master 7 年前
Peter Bay Bastian 9dd5e5c5 Change shader include paths to take advantage of Core being an include path now 7 年前
Sebastien Lagarde ccb1518c HDRenderPipeline: Re-enable option to have forward opaque cluster (for MSAA) 7 年前
Peter Andreasen 1432e316 Merge remote-tracking branch 'origin/master' into sample_game 7 年前
Peter Bay Bastian 85e38a3c Merge branch 'master' into shader-include-paths-2 7 年前
Sebastien Lagarde 8e92ddef HDRenderPipeline: Remove multiply blend mode 7 年前
Antti Tapaninen 355ac358 enable tess shaders for metal 7 年前
Sebastien Lagarde fd96ccd7 HDRenderPipeline: Add ColorMask0 to depth and shadow pass 7 年前
sebastienlagarde 09427415 HDRenderPipeline: Remove comment 7 年前
Peter Bay Bastian b7db3ef9 Merge branch 'shader-include-paths-2' 7 年前
Sebastien Lagarde 2d0640a5 Draft 2 7 年前
Peter Andreasen b6423cf9 merge 7 年前
Sebastien Lagarde 13cec969 Make it work in full forward, fix other compil issue. Disney/Jimenez ok, transmission not working 7 年前
sebastienlagarde 0feb39a6 HDRenderPipeline: Add xboxone support 7 年前
sebastienlagarde d093aa76 Add EnableMotionVectorForVertexAnimation option on Lit shader 7 年前
sebastienlagarde d032f5a2 Update all shader with correct stencil write mask 7 年前
Peter Andreasen 87c36d52 merged with master 7 年前
sebastienlagarde 4b26e012 Move all core file to subfolder CoreRP + update shader include path to CoreRP/ShaderLibrary 7 年前
Sebastien Lagarde 1d7b259e HDRenderPipeline: Remove None mode of double sided 7 年前
Sebastien Lagarde 7330925f Let Mirror at the same value as before, so less headhache with update material 7 年前
sebastienlagarde d024e832 HDRenderPipeline: Fix issue with silouette selection 7 年前
sebastienlagarde a865a5ea HDRenderPipeline: Remove vertex and pixel displacement on tessellation 7 年前
Raymond Graham e93f78ef Bring over Instancing support to HDRP shaders. 7 年前
Sebastien Lagarde c3a7633d Rename SubsurfaceProfile to DiffusionProfile and SubsurfaceRadius to SubsurfaceMask 7 年前
Sebastien Lagarde 965b935f Update UI accordindly, don't touch materialId yet 7 年前
Julien Ignace 05efe29c Updated Heightmap parametrization and converted all HDRP materials. 7 年前
sebastienlagarde 5c6016d5 Fix issue with layered shader 7 年前
Sebastien Lagarde f83a3287 Update of all shader to zwrite on 7 年前
Julien Ignace 43f6d6eb Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_HeightMapParametrization 7 年前
sebastienlagarde c20bc336 Remove LIGHTMAP_OFF, DIRLIGHTMAP_OFF and DYNAMICLIGHTMAP_OFF keyword 7 年前
Raymond Graham d1c64b56 Merge branch 'master' into gpuInstancingSupport 7 年前
Kay Chang 42c358c5 Added Switch support for SRP sample project. 7 年前
Peter Andreasen 3ccf74cc merged from 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 52ad48ce Update tessellation factor limit to 64 7 年前
Sebastien Lagarde 61ca3c01 Replace all toggleOff by ToggleUI [2018.1.b4 feature] 7 年前
sebastienlagarde 02e0282c Add default decal material + add support dbuffer on lit material 7 年前
sebastienlagarde 10a938eb Add support for transparent queue priority 7 年前
sebastienlagarde 2345a375 Rename transparentQueuePriority to transparentSortPriority 7 年前
Peter Andreasen 8b8ef607 Merge remote-tracking branch 'origin/master' into sample_game 7 年前
sebastienlagarde f966b1cd First draft 7 年前
sebastienlagarde 172e38d1 first draft 7 年前
sebastienlagarde a762caad Remove transmission mode, now there is only two (and no none mode) 7 年前
sebastienlagarde 3d4d194e Debug display is now a multi compile option 7 年前
Julien Ignace 22b0a3ac Removed redundant(and broken) layered specific height offset. 7 年前
sebastienlagarde 2a18503e First draft of SSS and Transmisison UI 7 年前
Sebastien Lagarde 76cc874d Re-introduce none case for double sided 7 年前
Sebastien Lagarde 4866a7dc Fix missing coma 7 年前
sebastienlagarde 8a1d7457 Forward pass now control its depth test. Optimization with clip and depth prepass is only for Lit/layeredLit shader 7 年前
sebastienlagarde 2522428b Better default test 7 年前
Peter Andreasen 04b933d9 merged with master 7 年前
sebastienlagarde c4fab16a Update shadow parameter in UI 7 年前
sebastienlagarde 003ed8ce Add pipeline subshader tags for HD 7 年前
sebastienlagarde 9630d754 Rename HDPipeline => HDRenderPipeline + Fix issue with decal.shader 7 年前
sebastienlagarde 35d83109 Commented out Single pass lighting to decrease shader compilation time. 7 年前
sebastienlagarde 0d28adac Removed GBufferWithPrepass pass from lit*.shader. Alpha tested materials now always have a depth prepass. 7 年前
sebastienlagarde 88378544 Bring back dynamic branch for cluster/tile in forward to reduce the number of shader variant 7 年前
sebastienlagarde fa95ec27 Reduce number of variant by bring back FPTL/CLuster choice with dynamic branch for forward 7 年前
Felipe Lira 35cef52a Fixed shader include paths 7 年前
Kay Chang 53b01e3a WIP adding Switch support. 7 年前
Kay Chang c279dc9c Re-added modified files for Switch without BOM. 7 年前
Sebastien Lagarde 2ca0621d Add scene selection pass to HDRP 7 年前
sebastienlagarde 730f3273 HDRP: add geometric filtering to lit shader 7 年前
Tim Cooper fafb59af Run code formatter. 7 年前
sebastienlagarde 55b91556 Replace EmissiveIntesnity by EmissveColor HDR 7 年前
sebastienlagarde 661eacb1 HDRP: Update default value of emissiveColor 7 年前
sebastienlagarde 56693471 Improve upgrade material system + Add versionning via HDRPProjectVersion.txt to project settings 7 年前
Sebastien Lagarde dcbff94f refactor shader variant per material + Add variant stripper for stacklit and selection 7 年前
Sebastien Lagarde 23c3f077 various fix + backport change of WRITE_NORMAL_BUFFER on all shader + add shader preprocessor 7 年前
Paul Melamed 30ddbe57 renamed and added the pragma multi_compile for decals to Lit shaders 6 年前
Paul Melamed 1fc5aacc adressed PR comments 6 年前
sebastienlagarde f222f97c Rename DBuffer -> Decals + Add decal multicompile option 6 年前
Sebastien Lagarde 65ea94ef Update the material upgrader system to be per material and not per project 6 年前
Sebastien Lagarde cb44566e Rename _DECALS_3RT to DECALS_3RT and lower variant count 6 年前
Sebastien Lagarde fbcdb866 Add DECAL_OFF for decal to remove more variant + rename 6 年前
GitHub 80d748f5 Add light linking support (#1758) 6 年前