5654 次代码提交 (e8edce37-b718-48e5-b041-ca3e9a98ef4a)

作者 SHA1 备注 提交日期
GitHub 8358f08b Merge pull request #1151 from Unity-Technologies/Branch_LayeredSmallFix 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 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 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 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 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 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 7 年前
GitHub 77f8a26a Merge pull request #1143 from Unity-Technologies/feature/RefactorBufferPyramidVariables 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 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 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 7 年前
Andre McGrail cb320661 Initial push 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