1654 次代码提交 (eeb19b1c-8067-4840-ac79-bee06cb78f8a)

作者 SHA1 备注 提交日期
Evgenii Golubev 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 5e512acb Improve the formulation of the dominant specular dir 8 年前
sebastienlagarde 14785f65 HDRenderPipeline: commit unworking code 8 年前
Evgenii Golubev d04e32fb Vary the importance sampling bias with roughness 8 年前
sebastienlagarde 4e4aa246 Merge remote-tracking branch 'refs/remotes/origin/master' into Add-tesselation 8 年前
Julien Ignace 339762d5 Updated LayeredLit test scene with latest changes. 8 年前
GitHub 1bdb150d Merge pull request #90 from Unity-Technologies/Branch_fix_height_amplitude 8 年前
Evgenii Golubev a55223d2 Implement an improved version of GetSpecularDominantDir() 8 年前
sebastienlagarde b60bd965 HDRenderPipeline: Fix various issue with tesselatoin + depth offset 8 年前
Julien Ignace 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) 8 年前
Evgenii Golubev be1f01e1 Move 'iblMipLevel' to PreLightData 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 8 年前
Evgenii Golubev 440e138a Improve comments 8 年前
sebastienlagarde 8143ee71 HDRenderPipeline: make the shader compile 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 8 年前
Evgenii Golubev d5a0ffa8 Fix typos 8 年前
sebastienlagarde 589fe428 HDRenderPipeline: More work on tesselation 8 年前
Julien Ignace 0d4ab3d2 Changed the way heightmaps scale and bias are displayed in the GUI. It's now H = (h - center) * amplitude. 8 年前
Evgenii Golubev 49f1ca22 Implement the correct approximated version of mipmapLevelToPerceptualRoughness() 8 年前
sebastienlagarde dbf04c5b Merge remote-tracking branch 'refs/remotes/origin/master' into Add-tesselation 8 年前
GitHub b2c7555b Merge pull request #82 from EvgeniiG/master 8 年前
Evgenii Golubev 1272e08c Move orthonormalization into GetSurfaceAndBuiltinData() 8 年前
GitHub 5f068671 Merge pull request #84 from Unity-Technologies/Fix-baked-lightmap-rgbm 8 年前
Evgenii Golubev 96c60309 Orthonormalize TBN 8 年前
GitHub ce84e650 Merge pull request #86 from Unity-Technologies/fix-shader-warning 8 年前
Evgenii Golubev a17c38b0 Remove a comment 8 年前
Julien Ignace dd7221d4 Fixed some shader warnings. 8 年前
GitHub 0b99de23 Merge pull request #85 from Unity-Technologies/fix-lit-shader-GUI 8 年前
Evgenii Golubev dbb2420b Add more Fibonacci numbers 8 年前
Julien Ignace d74017b4 Fixed lit and layered lit shaders GUI binding (was wrong because of namespace changes) 8 年前
Evgenii Golubev 58c24700 Clamp the MIP map level to UNITY_SPECCUBE_LOD_STEPS 8 年前
Julien Ignace aa1bffc3 Moved enlighten emissive RGBM stuff into EntityLighting.hlsl 8 年前
GitHub 96590201 Merge pull request #83 from Unity-Technologies/Fix-baked-lightmap-rgbm 8 年前
Evgenii Golubev b68675c5 Use more samples by default 8 年前
Julien Ignace b322b140 Fixed baked lightmap so that they are read in RGBM in HDRenderPipeline. 8 年前
sebastienlagarde ff5e75b4 HDRenderPipeline: First draft of tesselation (not compiling) 8 年前
Evgenii Golubev 478a2e31 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
GitHub c0f37e55 Merge pull request #80 from Chman/postfx-hack 8 年前
GitHub 70604c23 Merge pull request #81 from Unity-Technologies/Fix-no-reflection-when-no-sun 8 年前
sebastienlagarde 35e24da6 HDRenderPipeline: Fix bug where we don't apply reflection when there is no light 8 年前
GitHub 610b8d11 Merge pull request #79 from Unity-Technologies/LayeredLit 8 年前
GitHub 800198d1 Fixed TransformObjectToTangent 8 年前
GitHub e4cfb75c correct reflect in case of two sided 8 年前
Evgenii Golubev 47bf244a Consistently handle 'NdotL' problems 8 年前
GitHub 4c6fa573 Change blendNormal to BlendNormalRNM 8 年前
Evgenii Golubev e3de02f6 Clean up the sampling code 8 年前
GitHub 730aa021 add comment 8 年前