327 次代码提交 (e9e58a8b-033f-438b-8af0-97438f3f254f)

作者 SHA1 备注 提交日期
sebastienlagarde e9e58a8b Merge remote-tracking branch 'refs/remotes/origin/master' into Update-ClearCoat 7 年前
Sebastien Lagarde a2cc84e0 More work 7 年前
Sebastien Lagarde cd92c7dc Merge remote-tracking branch 'refs/remotes/origin/master' into Update-ClearCoat 7 年前
Sebastien Lagarde 0aa35166 Additional comment 7 年前
Sebastien Lagarde 72d32af8 Add correct handling of Fresnel0 for interface 7 年前
Sebastien Lagarde 8c110633 Udate float to real 7 年前
Sebastien Lagarde 24ac5a9e Merge remote-tracking branch 'refs/remotes/origin/master' into Update-ClearCoat 7 年前
sebastienlagarde 5db7764e update refraction to use float3 for position 7 年前
sebastienlagarde 8e74657a Merge remote-tracking branch 'refs/remotes/origin/master' into Convert-shaderLibrary-to-half-float-support 7 年前
sebastienlagarde c2868ec3 Few more correction 7 年前
sebastienlagarde 0fe1f28c More correction + add unity convention comment 7 年前
sebastienlagarde ee86a903 Update TEMPLATE_X_REAL macro to use FLT and HALF 7 年前
sebastienlagarde d48ff201 Don't convert BC6H encoding file 7 年前
sebastienlagarde 47b07890 Update some comment + add definition of real to half for SHADER_API_MOBILE 7 年前
Sebastien Lagarde 35500d91 Fix compil of layer shader - all graphic test green 7 年前
sebastienlagarde b9b30507 Merge remote-tracking branch 'refs/remotes/origin/master' into Convert-shaderLibrary-to-half-float-support 7 年前
Sebastien Lagarde 5f221118 Fix other compil issue 7 年前
Sebastien Lagarde c514f914 first compile version 7 年前
Sebastien Lagarde 50cdefa9 second draft 7 年前
Felipe Lira 3896601d Updated lightweight to upload correct color when in gamma colorspace. 7 年前
Sebastien Lagarde e12aaaf0 Merge remote-tracking branch 'refs/remotes/origin/master' into Update-ClearCoat 7 年前
Sebastien Lagarde 09fc2fbf HDRenderPipeline: update comment + remove unsued _DirShadowSplitSpheres 7 年前
Sebastien Lagarde 6c6064fb Push draft 7 年前
GitHub 2e4142d6 Merge pull request #735 from Unity-Technologies/pyramid-size-xr-fix 7 年前
GitHub 10adf10a Merge pull request #736 from Unity-Technologies/redundant-sss-clear-fix 7 年前
Robert Srinivasiah 847eac52 Remove redundant clear of SSS filtering target 7 年前
Robert Srinivasiah 0768f357 Use pyramid height instead of width when calculating pyramid mips 7 年前
GitHub f9cb71ff Merge pull request #737 from Unity-Technologies/HDRP-GraphicTests 7 年前
Felipe Lira c8fe74dd Normal bias now matches unity legacy values. Fixed z-range on OpenGL platform. 7 年前
GitHub 0ff42147 Merge pull request #734 from Unity-Technologies/Minro-fix-after-merge-XR-PR 7 年前
Felipe Lira bc759f87 Fixed normal bias. 7 年前
Sebastien Lagarde 505c829f HDRenderPipeline: use width instead of height for depth and color pyramid for consistency 7 年前
Felipe Lira a37807cb Small fix on the cascade error message. 7 年前
GitHub 61d487bc Merge pull request #732 from Unity-Technologies/xr-hdrp_rt_mgmt 7 年前
Robert Srinivasiah f77d89b1 Use FrameSettings more appropriately 7 年前
Felipe Lira aea66b82 Removed branching on shadow sampling. 7 年前
Remy 2b1afa18 Add bake lighting test 7 年前
Robert Srinivasiah 68fce059 Use HDCamera.screenSize instead of HDRP.m_current[Width|Height] 7 年前
Felipe Lira 0424ce0c Removed cascade index branching by setting an extra no-op cascade matrix. 7 年前
Remy 61981dde Add missing face blend to reflection probe volume test 7 年前
Robert Srinivasiah 7b4b8233 Keep stereo Guassian pyramids square (for now) 7 年前
Felipe Lira 2490de82 Improved shadow ALU and CB usage. 7 年前
Remy 066dd593 Add Reflection Probe volume test 7 年前
Robert Srinivasiah 8f06f09b Missed instance of legacy GetTemporaryRT 7 年前
Felipe Lira 416206e5 Fixed shadow issue when z coord was out of shadow frustum bounds. 7 年前
GitHub 4bb6b202 Merge pull request #733 from Unity-Technologies/HDRP-GraphicTests 7 年前
Robert Srinivasiah b777d288 Enable stereo RenderTexture paths 7 年前
Felipe Lira b5dfd1ee Moved bias and normalBias to caster side. Applying frustum size scale on cascade bias and texelSize scale in normal bias. 7 年前
Robert Srinivasiah 04b67328 Allow stereo to be enabled (not actually enabled) 7 年前
Felipe Lira bb237480 Combined shadow and light classification keywords to reduce shader variantions by ~30%. 7 年前