Robert Srinivasiah
6c1cbcf3
Remove unused bits in GPUCopyAsset
The generated CS and compute files have some bits removed.
7 年前
Robert Srinivasiah
57fee59f
Source proper XR render texture size
When single-pass stereo rendering is enabled, we need to source the physical texture size from XRSettings.eyeTextureDesc.
TODO: Still need to handle Texture Arrays and VRTextureUsage appropriately, but that's another PR.
7 年前
Robert Srinivasiah
c057c34f
Fix typo in GetMaxWidth (formerly GetMaxWith)
7 年前
GitHub
e29b69df
Merge pull request #903 from Unity-Technologies/build/automation
Build/automation
7 年前
Robert Srinivasiah
23861037
Disable bindTextureMS for non-MSAA textures
For most pieces of RT state, if we need to create a non-MSAA RT, we can just copy over the state bits from the MSAA RT. However, we shouldn't be turning on bindTextureMS on a 1x texture. Unity somehow allows this creation, but then this leads to binding errors in the ShaderLab code.
7 年前
GitHub
5d05ff3e
Merge pull request #911 from Unity-Technologies/HDRP_GraphicTests
Changed the popup dialog
7 年前
Remy
b2bd555b
Changed the popup dialog : called once fort the first test run in a session, and can be changed from the menu "Internal/GraphicTest Tools/Set Tests Pipelines"
7 年前
Julien Ignace
5749cc0f
Fixed HDRP when decal are disabled (issue caused by RTHandle PR)
7 年前
Robert Srinivasiah
695f1e55
For MSAA-enabled RTHandles, don't overwrite original enableRandomWrite
We need to retain the original value for enableRandomWrite instead of just overriding it if MSAA is enabled.
Currently, we take different internal paths if MSAA is enabled. In the situations that MSAA is not enabled, but MSAA was originally requested, we want to make sure enableRandomWrite can be set on the non-MSAA RT.
Before this change, if MSAA was supported via the RenderPipelineSettings, but not currently enabled by the FrameSettings, the non-MSAA RT was being created without enableRandomWrite, which lead to the RT not being compatible with the passes expecting a UAV.
7 年前
GitHub
14257e27
Merge pull request #909 from Unity-Technologies/debug-display-as-multicompile
Debug display is now a multi compile option
7 年前
sebastienlagarde
3d4d194e
Debug display is now a multi compile option
7 年前
GitHub
ada2f050
Merge pull request #908 from Unity-Technologies/HDRP_GraphicTests
Hdrp graphic tests
7 年前
GitHub
a6688080
Merge pull request #878 from Unity-Technologies/Branch_RTRefactoring
Refactoring of HDRP render texture usage using RTHandles
7 年前
Julien Ignace
bcdb94ce
Added comment
7 年前
Julien Ignace
c67546c5
Fixed pyramid debug visualization.
7 年前
Julien Ignace
c81b04cf
Gaussian/Depth pyramids now allocate buffers with next power of two size (to account for platforms where NPOT RenderTexture Mips are not supported yet)
7 年前
Julien Ignace
edd34849
Merge branch 'Branch_RTRefactoring' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RTRefactoring
7 年前
sebastienlagarde
c6c178c5
Merge remote-tracking branch 'refs/remotes/origin/master' into Branch_RTRefactoring
7 年前
sebastienlagarde
af486d0b
add missing option on framesettings debug
7 年前
Sebastien Lagarde
3f6226b8
Better warning message for MSAA and UAV
7 年前
Sebastien Lagarde
71d0fd3a
Rename MSAAAntiAliasing to MSAA as AA is for antialiasing already
7 年前
Remy
47d8fac6
Merge remote-tracking branch 'origin/master' into HDRP_GraphicTests
7 年前
GitHub
ea872f5a
Merge pull request #907 from Unity-Technologies/Change-default-settings-for-planar-reflection
Update planar reflection settings
7 年前
Sebastien Lagarde
9f9a66d6
Fix issue with cluter shaders
7 年前
Remy
1d14feab
Add Popup dialog to be able to run the tests on only one render pipeline asset
7 年前
sebastienlagarde
a3b3f67e
Update planar reflection settings
7 年前
sebastienlagarde
0bbd55c7
Don't display EnableFPTL in UI
7 年前
Remy
bdf92815
Re-Enable mip map filtering on distortion texture to spot if negative values are clamped or not.
7 年前
GitHub
f5287a0f
Merge pull request #906 from Unity-Technologies/HDRP_GraphicTests
Hdrp graphic tests
7 年前
sebastienlagarde
f020afb2
Rename GetShadowMask_sRGBFlag to GetShadowMaskSRGBFlag + fix CustomSamplerId
7 年前
Remy
da4312b1
Modify test framework to be able to use multiple render pipeline assets for a single test, in order to test parity of features.
Modified LWRP testscenes accordingly.
7 年前
sebastienlagarde
a31f7464
typo
7 年前
Remy
7902d374
Fix case ... again
7 年前
sebastienlagarde
a640342d
Remove 's' in SupportsXXX
7 年前
Remy
65aa2c2b
Modifi test framework to test template image against multiple render pipelines per scene (HDRP parity)
7 年前
Evgenii Golubev
840edb50
Implement frustum-OBB culling
7 年前
GitHub
7d2bb767
Merge pull request #905 from EvgeniiG/master
Fix issue with NaNs in volumetric lighting
7 年前
sebastienlagarde
543876a9
Move GBufferManager to Material folder
7 年前
Remy
7ad7ba61
Update lit distortion template (negative values in float point texture has been fixed)
7 年前
Evgenii Golubev
4f293347
Fix issue with NaNs
7 年前
sebastienlagarde
046a77ef
Merge remote-tracking branch 'refs/remotes/origin/master' into shadows-biasing
7 年前
sebastienlagarde
66873725
Merge remote-tracking branch 'refs/remotes/origin/master' into Branch_RTRefactoring
7 年前
Julien Ignace
f956cebd
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RTRefactoring
7 年前
Alex Lian
c5f1fc98
Remove unneeded files for editor test
Per talking with team, unneeded
7 年前
GitHub
6bcaecf3
Merge pull request #901 from EvgeniiG/master
Add support of the ambient probe to volumetric lighting
7 年前
Alex Lian
85558908
Add local build option
Allow build.py to be invoked and utilize commands from automation tools
7 年前
GitHub
ce5e1a23
Merge pull request #904 from Unity-Technologies/HDRP_GraphicTests
Hdrp graphic tests
7 年前
Julien Ignace
84e7c5e0
Indent + Remove useless comment.
7 年前
Alex Lian
0ac23c32
Add PostProcessing to editor test copy step
Seems needed to succeed
7 年前
Remy
b63c5c79
Finish deferred/forward comparison scene.
Changed debug view test to albedo (more stable)
7 年前