GitHub
8358f08b
Merge pull request #1151 from Unity-Technologies/Branch_LayeredSmallFix
- Fixed Layered material UI where Density As Opacity checkbox would n…
7 年前
Felipe Lira
7ce624ff
fixed light indexing
7 年前
Frédéric Vauchelles
c96eb98a
(wip) Fixed refraction with sky proxy
7 年前
Mikko Strandborg
eba212aa
Disable color writes in copydepth shader, fixes Vulkan Sceneview in HDRP
7 年前
GitHub
530f4bbf
Make default diffusion profile F0 match standard material
Set F0 to DEFAULT_SPECULAR_VALUE = 0.04
7 年前
Felipe Lira
4fe2fdda
Controls the amount of local lights shaded in a pass based on the support for StructuredBuffer
7 年前
Frédéric Vauchelles
5ef1d97f
(wip) Added debug for proxy and hiz refraction modes
7 年前
GitHub
7f1e837b
Merge pull request #1148 from Unity-Technologies/RemyUnity-patch-1
Allow edition of HDRP asset without a HDRP set in the graphic settings.
7 年前
Felipe Lira
7f179dc1
Minor improvements to light index buffer.
7 年前
Frédéric Vauchelles
4ddbdad5
Compilation fixes
7 年前
GitHub
f52544f9
Allow edition of HDRP asset without a HDRP set in the graphic settings.
7 年前
Felipe Lira
e1a64f54
Added support to multiple shadow casting lights.
7 年前
Frédéric Vauchelles
412bd010
Merge master
7 年前
GitHub
b782fae4
Merge pull request #1142 from Unity-Technologies/feature/RefactorCoreRPFiles
Refactor CoreRP root files
7 年前
Felipe Lira
3550c0cf
fixed wrong light shadow indexing in PBS shader
7 年前
Paul Melamed
15fc712f
optimize texture lod calculation for decals
7 年前
GitHub
d2d3a4e1
Merge pull request #1147 from Unity-Technologies/fix/PS4Build
Use operator[] instead of LOAD on RWTexture2D
7 年前
Felipe Lira
86fd75ea
Changed local shadow strength to use a float array instead of vec4 so we can do fast indexing on most platforms.
7 年前
Paul Melamed
c2c2c9b4
calculate decal texture lod outside of the loop
7 年前
Frédéric Vauchelles
af3007d3
Use operator[] instead of LOAD on RWTexture2D
7 年前
GitHub
38f1b362
Merge pull request #1141 from Unity-Technologies/feature/PlanarReflectionUI
Planar probe convolution
7 年前
Felipe Lira
bf164955
Fixed some issues with multiple shadow casting lights.
7 年前
Paul Melamed
19e30640
changed to use a 2d texture atlas instead of texture 2d array for decals rendered in the transparent pass
7 年前
Frédéric Vauchelles
4f1b9eae
Merge branch 'master' into feature/PlanarReflectionUI
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/BufferPyramid.cs
7 年前
GitHub
77f8a26a
Merge pull request #1143 from Unity-Technologies/feature/RefactorBufferPyramidVariables
Renamed properly buffer pyramid variables
7 年前
Felipe Lira
81523ea2
Cap local shadow casting lights to max of 1 for now. We need to pass in to shader the bias and scale for each shadow.
7 年前
Paul Melamed
ff3bd5a3
using new texture atlas to store decal textures
7 年前
Frédéric Vauchelles
63675025
Moved Misc to common and utilities
7 年前
GitHub
7bfc3e85
Merge pull request #1146 from Unity-Technologies/fix-1145
Fix for issue 1145 and also fix standalone builds
7 年前
Felipe Lira
ae197d2f
Removed unused shader define
7 年前
Paul Melamed
372a7582
fix script compile and pssl errors
7 年前
Mikko Strandborg
ed187777
Fix standalone builds: Light.lightmapBakeType is only available in the editor
7 年前
Frédéric Vauchelles
8b5b5f95
Updated changelog
7 年前
Frédéric Vauchelles
4fbb1c4f
(wip) Added refraction model
7 年前
Felipe Lira
66f3ec92
Added support to ComputeBuffer for non mobile and non WebGL platforms.
7 年前
Mikko Strandborg
d0f3c3c1
Fix for issue 1145: add enableRandomWrite for the color pyramid surfaces
7 年前
Frédéric Vauchelles
253790d4
Renamed properly buffer pyramid variables
7 年前
Frédéric Vauchelles
5d1e46bc
Moved CoreRP files in folders for readbility
7 年前
Julien Ignace
ac765a69
- Fixed Layered material UI where Density As Opacity checkbox would not be shown in some cases
- Fixed Vertex Color handling in Depth/Velocity passes.
7 年前
Frédéric Vauchelles
085e9237
(wip) Refactored screen space tracing for refraction
7 年前
Felipe Lira
e9dc4f31
We can't add an extra shader keyword. For now if we have shadows enabled we compute occlusion on both directional and local lights.
7 年前
Felipe Lira
b1944d59
Cast shadows prop removed, we use shadow strenght instead. Reverted changes that removed light type from w position component. We might want it to be generic in case people want to use other shaders with LW.
7 年前
Frédéric Vauchelles
8c5ec0b2
Updated changelog
7 年前
Frédéric Vauchelles
f2621813
Fixed mip size and RT creation while computing planar convolution mip chain
7 年前
Andre McGrail
a796ea1d
Reverted required shader feature in the standard shader
Added Cull option to the simple lighting depth only pass
7 年前
Andre McGrail
cb320661
Initial push
-Fixed Shader Graph PBR template shadows and defines to match LW
-Fixed Shader Graph Unlit template defines to match LW
-Culling in depth pre pass fixed in LW PBR
7 年前
Evgenii Golubev
e2795a17
Un-premultiply for color
7 年前
Evgenii Golubev
e51b0e0a
Revert the change which passes sample extinction to light evaluation routines
7 年前
Evgenii Golubev
8db6f218
Optimize SampleHemisphereCosine() to not require a tangent frame
7 年前
Evgenii Golubev
694eebc4
Fix the NaN issue with IntersectRayAABB()
7 年前