Sebastien Lagarde
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e32ad29b
|
HDRenderPipeline: Attempt to do somerthing with velocity pass
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8 年前 |
Sebastien Lagarde
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1c86fa3a
|
HDRenderPipeline: Lot of change, still motion vector pass to fix
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8 年前 |
Sebastien Lagarde
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fd23a655
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HDRenderPipeline: Second part of modification still not compiling/working
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8 年前 |
sebastienlagarde
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f87075a5
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Merge remote-tracking branch 'refs/remotes/origin/master' into Vertex-interpolator-and-tesselation-improvement
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8 年前 |
sebastienlagarde
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0d5518ce
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HDRenderPipeline: More test - Miss domain shader part
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8 年前 |
sebastienlagarde
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89300656
|
HDRenderPipeline: Try to improve vertex side of thing
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8 年前 |
GitHub
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129ff6b6
|
Remove the MIP map level bias of 1
(omegaS / omegaP == 1) already results in the correct 'mipLevel' value of 0.
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8 年前 |
sebastienlagarde
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8c83bcf9
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HDRenderPipeline: Add few comment
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8 年前 |
GitHub
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7f00e9f5
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Merge pull request #96 from Unity-Technologies/Changed-transparent-opaque-Unlit-pass
Update unlit shader
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8 年前 |
sebastienlagarde
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b354ea14
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HDrenderPipeline: move call of UpdateSkyEnvironment
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8 年前 |
sebastienlagarde
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0646b112
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Merge remote-tracking branch 'refs/remotes/origin/master' into Changed-transparent-opaque-Unlit-pass
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
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8 年前 |
GitHub
|
55ce8087
|
Merge pull request #95 from EvgeniiG/master
Improve the quality of IBL
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8 年前 |
GitHub
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a5775271
|
Update readme
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8 年前 |
Evgenii Golubev
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a18376f2
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Clarify the comment
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8 年前 |
GitHub
|
14094952
|
Merge pull request #94 from Unity-Technologies/fix-wireframe
Fallback to forward-only rendering when scene view is in wireframe mode
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8 年前 |
Evgenii Golubev
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057bd2b9
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Save 1 cycle
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8 年前 |
Aras Pranckevicius
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c089a76e
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Fallback to forward-only rendering when scene view is in wireframe mode
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8 年前 |
sebastienlagarde
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886b32ec
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HDRenderPipeline: update unlit shader
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8 年前 |
Evgenii Golubev
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74657c39
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Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
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8 年前 |
GitHub
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52f8c9ce
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Merge pull request #93 from Unity-Technologies/Improve-tessellation
HDRenderPipeline: Add Phong tesselation
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8 年前 |
Sebastien Lagarde
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b60287f0
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HDRenderPipeline: Make distance based edge factor (WIP, lot of thing to change)
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8 年前 |
Sebastien Lagarde
|
2c3c1e87
|
HDRenderPipeline: Renaming missing file
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8 年前 |
Sebastien Lagarde
|
83594dd2
|
HDRenderPipeline: Big renaming Tesselation => Tessellation
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8 年前 |
Sebastien Lagarde
|
8f97c56c
|
HDRenderPipeline: Add Phong tesselation
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8 年前 |
Robert Cupisz
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9fc44597
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TextureCache shouldn't derive from UnityEngine.Object
1. No need. 2. When it does, and it's created with new(), ==null checks
don't work as expected and the objects newer get cleaned up, leaking
memory.
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8 年前 |
GitHub
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a04d917d
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Merge pull request #92 from Unity-Technologies/Branch_fix-ps4-hdrenderloop
Fixed a number of compilation issue with PS4.
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8 年前 |
Julien Ignace
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7b7eb3b4
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Fixed a number of compilation issue with PS4.
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8 年前 |
GitHub
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900efeeb
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Merge pull request #91 from Unity-Technologies/Branch_update-layered-test-scene
Updated LayeredLit test scene with latest changes.
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8 年前 |
GitHub
|
789af10a
|
Merge pull request #89 from Unity-Technologies/Add-tesselation
Add tesselation
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8 年前 |
sebastienlagarde
|
3566a95a
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HDRenderPipeline: Upgrade after Julien change
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8 年前 |
sebastienlagarde
|
ae5b9db5
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Merge remote-tracking branch 'refs/remotes/origin/master' into Add-tesselation
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8 年前 |
sebastienlagarde
|
120fb435
|
HDRenderPipeline: First draft of tesselation, working for base layer only
need a big refactor, will change all code for performance but it is to
allow artists to work.
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8 年前 |
Evgenii Golubev
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f361a6b3
|
Adjust the way the importance sampling bias is calculated
|
8 年前 |
sebastienlagarde
|
a6377673
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-tesselation
|
8 年前 |
Evgenii Golubev
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5e512acb
|
Improve the formulation of the dominant specular dir
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8 年前 |
sebastienlagarde
|
14785f65
|
HDRenderPipeline: commit unworking code
|
8 年前 |
Evgenii Golubev
|
d04e32fb
|
Vary the importance sampling bias with roughness
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8 年前 |
sebastienlagarde
|
4e4aa246
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-tesselation
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8 年前 |
Julien Ignace
|
339762d5
|
Updated LayeredLit test scene with latest changes.
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8 年前 |
GitHub
|
1bdb150d
|
Merge pull request #90 from Unity-Technologies/Branch_fix_height_amplitude
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)
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8 年前 |
Evgenii Golubev
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a55223d2
|
Implement an improved version of GetSpecularDominantDir()
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8 年前 |
sebastienlagarde
|
b60bd965
|
HDRenderPipeline: Fix various issue with tesselatoin + depth offset
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8 年前 |
Julien Ignace
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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)
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8 年前 |
Evgenii Golubev
|
be1f01e1
|
Move 'iblMipLevel' to PreLightData
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8 年前 |
sebastienlagarde
|
1f56f50b
|
HDRenderPipeline: Working version of fixed tesselation
|
8 年前 |
GitHub
|
82cd8f40
|
Merge pull request #88 from Unity-Technologies/Branch_layered-additive-vertexcolor
Branch layered additive vertexcolor
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8 年前 |
Evgenii Golubev
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440e138a
|
Improve comments
|
8 年前 |
sebastienlagarde
|
8143ee71
|
HDRenderPipeline: make the shader compile
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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 |
GitHub
|
48ba5b97
|
Merge pull request #87 from Unity-Technologies/change-heightmap-scale
Changed the way heightmaps scale and bias are displayed in the GUI. It's now H = (h - center) * amplitude.
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8 年前 |