312 次代码提交 (efa76805-e982-4345-97eb-27be72fc01a4)

作者 SHA1 备注 提交日期
sebastienlagarde ea867c72 HDRenderLoop: Remove Shaders folder and move all files at root + rename XXXDefault.shader to XXX.shader 8 年前
sebastienlagarde 648bed87 HDRenderLoop: Push starter that doesn't compile 8 年前
sebastienlagarde 996cc98f HDRenderLoop: Move FragInput is now global to share code + reorganise debug attributes 8 年前
sebastienlagarde 2591b2be HDRenderLoop: fix issue with HeightMap 8 年前
sebastienlagarde afe68ecc HDRenderLoop: Add detail map to lit shader 8 年前
joeante 84ff510c Material Upgrader support first pass 8 年前
sebastienlagarde f15e0c7c HDREnderLoop: First draft of new layeredLit shader 8 年前
Sebastien Lagarde 87a19817 HDRenderLoop: Large refactor to add Triplanar and detail map on LayeredLit 8 年前
Sebastien Lagarde cb8aa00b HDRenderLoop: Finish cleaning LayeredLit (some bug left) 8 年前
Sebastien Lagarde 557e77d1 HDRenderLoop: First almost working version of tile from FPTL 8 年前
vlad-andreev 5b31375a Merge branch 'MaterialUpdater' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
Paul Demeulenaere 4f7e51fb Split LitUI and UnlitUI with base class to share behavior with the MaterialGraph 8 年前
Julien Ignace c95f1451 - Fixed Smoothness maps on Lit/LayeredLit shaders 8 年前
Sebastien Lagarde 0e900c4e HDRenderLoop: Commit second draft, need testing 8 年前
Sebastien Lagarde d1bf008e HDRenderLoop: Add distortion pass control + depth offset support 8 年前
sebastienlagarde ad90df53 HDRenderLoop: Add mainTex scale bias on lit.shader and layeredLit.shader 8 年前
sebastienlagarde 506d2826 HDRenderLoop: Add UV2 control 8 年前
Sebastien Lagarde 42aa5061 HDRenderLoop: Reduce the number of combinaison of layeredLit as it is not practical 8 年前
Sebastien Lagarde d79f7fb8 HDRenderLoop: Some formatting 8 年前
Julien Ignace 1feebf25 Fixed default value for Smoothness Detail Scale. 8 年前
sebastienlagarde b890244e HDRenderLoop: Rename the directory HDRenderLoop in HDRenderPipeline 8 年前
sebastienlagarde da1063e4 HDRenderPipeline: Move shader properties to a dedicated include file (request from demo team) 8 年前
sebastienlagarde 0d8aeb13 HDRenderPipeline: Add support for normal and detail normal scale 8 年前
sebastienlagarde 6521b4be HDRenderPipeline: More rename of UnityEditor.Experimental.ScriptableRenderLoop + minor stuff 8 年前
sebastienlagarde ff5e75b4 HDRenderPipeline: First draft of tesselation (not compiling) 8 年前
Julien Ignace d74017b4 Fixed lit and layered lit shaders GUI binding (was wrong because of namespace changes) 8 年前
Julien Ignace dd7221d4 Fixed some shader warnings. 8 年前
sebastienlagarde dbf04c5b Merge remote-tracking branch 'refs/remotes/origin/master' into Add-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
sebastienlagarde 589fe428 HDRenderPipeline: More work on tesselation 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
sebastienlagarde b60bd965 HDRenderPipeline: Fix various issue with tesselatoin + depth offset 8 年前
sebastienlagarde 4e4aa246 Merge remote-tracking branch 'refs/remotes/origin/master' into Add-tesselation 8 年前
sebastienlagarde 120fb435 HDRenderPipeline: First draft of tesselation, working for base layer only 8 年前
sebastienlagarde ae5b9db5 Merge remote-tracking branch 'refs/remotes/origin/master' into Add-tesselation 8 年前
Julien Ignace 7b7eb3b4 Fixed a number of compilation issue with PS4. 8 年前
Sebastien Lagarde fd23a655 HDRenderPipeline: Second part of modification still not compiling/working 8 年前
sebastienlagarde 3b0e1c97 HDRenderPipeline: Large refactor of all the pass attribute and varying system 8 年前
sebastienlagarde 53b5f4b3 HDRenderPipeline: Fixing a lot of compiling issue, all is now compiling 8 年前
Sebastien Lagarde 1cc45a08 HDRenderPipeline: Push various error and warning fix 8 年前
Sebastien Lagarde fe9b2eb8 HDRenderPipeline: Format + another set of fix with displacement map 8 年前
sebastienlagarde e447e133 HDRenderPipeline: Fix tessellation issue with double sided 8 年前
sebastienlagarde 613a80ee HDRenderPipeline; Add Pom test level 8 年前
Juho Oravainen 4320bff0 Initial metal support kickoff. Tweaked shader pragma targets from 5.0 to 4.5. Added metal to only_renderers lists. Added initial platform header API/Metal.hlsl. Couple of include paths changed to absolute until a bugfix lands on Unity side. 8 年前
Evgenii Golubev d1ed6394 Split lighting for all materials into diffuse and specular 8 年前
GitHub 89421bcf Merge branch 'master' into metal 8 年前
Evgenii Golubev 21be7561 Merge branch 'master' into SSSSS 8 年前
Sebastien Lagarde da3da19b HDRenderPipeline: Attempt to fix cluster rendering 8 年前
Arnaud Carre e0c0338a update lightprobe scene to test PerMaterial persistent buffer (all materials has different _BaseColor) 8 年前
sebastienlagarde 8a6b2cf1 HDRenderPipeline: Update unlit shader 8 年前
Evgenii Golubev ac23a82e Merge branch 'master' into SSSSS 8 年前
sebastienlagarde 4b4a4435 HDRenderPipeline: Add horizon based specular occlusion 8 年前
Evgenii Golubev f2bef29c Add blending support for the tessellation shader 8 年前
Evgenii Golubev 0ca79425 Merge branch 'SSSSS' 8 年前
Evgenii Golubev 5708bc95 Rename 'MaterialClass' to 'MaterialID' in the code (not the UI) to avoid confusion 8 年前
Evgenii Golubev 8e286ad5 Enable subsurface radius and thickness parameters 8 年前
Evgenii Golubev 20a45ba0 Use per-pixel SSS radius scale 8 年前
Evgenii Golubev cc117c57 Change the defaults values of thickness and the SSS radius 8 年前
Sebastien Lagarde c4c5cfb5 HDRenderPipeline: Third draft not working 8 年前
Evgenii Golubev 1de4ebd0 Use more efficient parameter clamping 8 年前
Sebastien Lagarde 70821b88 HDRenderPipeline: First compiling version 8 年前
Sebastien Lagarde 3ae51c0e HDRenderPipeline: Refactor UI for subsurface 8 年前
sebastienlagarde e2baec96 Merge remote-tracking branch 'refs/remotes/origin/master' into Update-POM-+-Heightmap-behavior 8 年前
Julien Ignace e39df9e7 Fixed BakedLighting in debug lighting mode and properly implemented them for forward shaders. 8 年前
Arnaud Carré arnaud@unity3d.com ca6b7f62 Merge branch 'master' into batch_rendering 8 年前
Evgenii Golubev a540cea9 Remove the duplicate material ID 8 年前
Sebastien Lagarde a1e0f1e9 Rename scriptableRenderLoop Folder to ScriptableRenderPipeline 8 年前
Sebastien Lagarde ab900a3a HDRenderPipeline: Allow different keyword by layers 8 年前
sebastienlagarde e13205b5 HDRenderPipeline: Change two sided options 8 年前
Evgenii Golubev ff92221a Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
sebastienlagarde 8a5cbf10 HDRenderPipeline: Cleanup of inspectorUI code for LayredLit and Lit material 8 年前
Sebastien Lagarde a81d1680 HDRenderPipeline: Fix issue with double sided lighting 8 年前
GitHub 29e588a8 Merge pull request #156 from EvgeniiG/master 8 年前
GitHub 24918600 Merge pull request #162 from EvgeniiG/master 8 年前
Sebastien Lagarde 0365d4e5 HDRenderPipeline: Change LayerUV to UVMapping + add keyword MAPPING_PLANAR 8 年前
Sebastien Lagarde 59b48449 HDRenderPipeline: Missing two change 8 年前
Sebastien Lagarde 3f8a200e HDRenderPipeline: Fix planar and triplanar + triplanar POM 8 年前
Arnaud Carre 3c290788 Merge branch 'master' into batch_rendering 8 年前
Evgenii Golubev e30162ef Fix shadows for tessellation 8 年前
Arnaud Carre 5a1e20d8 temp commit my branch before trunk merge 8 年前
sebastienlagarde 4f43da2d HDRenderPipeline: Add LOD cross fade (need C++ update) 8 年前
Evgenii Golubev 92012aec Fix serialization issues 8 年前
sebastienlagarde 046b6d98 Merge remote-tracking branch 'refs/remotes/origin/master' into add-LOD-cross-fade 8 年前
sebastienlagarde ddd7d5d5 HDRenderPipeline: Change all include shader absolute path to relative path 8 年前
Evgenii Golubev c05830f9 Remove the default SSS profile 8 年前
Tim Cooper c30d33b8 [Format]Reformat via format.pl to match the new conventions 8 年前
Julien Ignace a58a777f Added first version of vertex wind and a corresponding test scene. 8 年前
Julien Ignace e3b0e0d8 Fixed the stencil ref default value for lit/littesselation shaders. Wrong value was causing new materials to be black until changed. 8 年前
Evgenii Golubev 85a5ac90 Enable SSS in the player 8 年前
Julien Ignace 83a7b5d3 Added a directionality parameter to the wind vertex animation. 8 年前
Evgenii Golubev f6d7ac3b Increase ranges of SSS parameters 8 年前
GitHub dcb8638a Merge pull request #225 from EvgeniiG/master 8 年前
sebastienlagarde ed55ce8f HDRenderPipeline: Clean debgu settings 8 年前
sebastienlagarde 79156ff3 HDRenderPipeline: Complete previous submit (github error) 8 年前
sebastienlagarde 67b47dd9 HDRenderPipeline: Fix misc issue introduce during the clean of debug mode clean 8 年前
sebastienlagarde 7cfffb72 HDRenderPipeline: Clear coat model, expose specualr color model 8 年前
Evgenii Golubev 2da00de6 Set the ID of the SSS material to 0 and of the standard material to 1 8 年前
Evgenii Golubev 235b3f5e Use the same stencil value for all non-SSS materials 8 年前
sebastienlagarde e93ed04c HDRenderPipeline: Re-add "none" mode for double sided lighting 8 年前
sebastienlagarde 5ea9464b HDRenderPipeline: split normalOS property 8 年前
sebastienlagarde a711b9ee HDRenderPipeline: Also split tangent 8 年前
Sebastien Lagarde d06af446 HDrenderPipeline: Update stencil bits 8 年前
Evgenii Golubev 70499455 Switch to HDCamera matrices (WIP, shadows have not yet been fixed) 8 年前
uygar f166177b Disabled depth clipping for shadowmap passes. 8 年前
Arnaud Carre 9ef2366c Now UnityPerDraw can be bound at any slot + enabling debug shader symbol 8 年前
sebastienlagarde a311adc9 HDRenderPipeline: Remove LegacyLayered and Performancecheck of shaders code 8 年前
Arnaud Carre e9b3071e Merge branch 'master' into Branch_Batching2 8 年前
Sebastien Lagarde e9e6cf59 HDRenderPipeline: Specular color mat id is no more store as material id 8 年前
Evgenii Golubev 5570c647 Merge branch 'master' 8 年前
Evgenii Golubev 08f93209 Use the legacy Unity matrices for shadow map rendering 8 年前
Evgenii Golubev df0f7a32 Add SHADERPASS_SHADOWS 8 年前
Evgenii Golubev d8386bd4 Address the PR feedback 7 年前
sebastienlagarde 2016f575 HDRenderPipeline: Move ShaderConfig.cs.hlsl to ShaderVariables.hlsl 7 年前
Arnaud Carre ad0fb3d8 Merge branch 'master' into Branch_Batching2 7 年前
Julien Ignace 7d46e579 "Simple" LayeredLit WIP 7 年前
Julien Ignace 057a142d New more "regular" version of height based blend. 7 年前
sebastienlagarde e2c021c4 Add clear coat material in Lit + few cleanup 7 年前
Julien Ignace 39c4d3b5 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RenameLayeredShader 7 年前
runes dd5838bd sample game delta: 7 年前
Peter Bay Bastian a1133cd9 Update #includes of ShaderLibrary to new path 7 年前
Tim Cooper e0e3492b Merge remote-tracking branch 'origin/master' into sample_game 7 年前
Peter Bay Bastian 8237416b Fix capitalization in include path 7 年前
sebastienlagarde c1c97c18 push draft 7 年前
Julien Ignace 9ddbd02b Heightmaps are now parametrized with Min/Max values instead of amplitude. 7 年前
Julien Ignace 2d461ae1 Removed DetailMask and Emissive Mode. 7 年前
Julien Ignace d2e6ad3c Smoothness now has a min/max slider for remapping when a texture is provided (otherwise, the regular slider is still available). 7 年前
Sebastien Lagarde f8e4f5df Merge remote-tracking branch 'refs/remotes/origin/master' into bent-normal-and-specular-occlusion 7 年前
Sebastien Lagarde beedb90d Add support for bent normal on lit and layered shader 7 年前
Sebastien Lagarde 22b1a958 Merge remote-tracking branch 'refs/remotes/origin/master' into bent-normal-and-specular-occlusion 7 年前
Sebastien Lagarde 23bcdad7 add support of basic specular occlusion (intersection of cone) 7 年前
Peter Andreasen a2e029a1 merge with master + a few samplegame fixes 7 年前
Julien Ignace 9e3a6300 Fixed directional shadow for transparent shaders by adding the right defines. 7 年前
sebastienlagarde de20a534 HDRenderPipeline: Morework 7 年前
Peter Andreasen 69c448b2 Merge remote-tracking branch 'origin/master' into sample_game 7 年前
Julien Ignace 60566108 Properly implemented Depth pre-pass in HDRP for Alpha tested geometry (do pre-pass with clip in the shader and then main pass without to avoid bypassing HiZ on GCN hardware) 7 年前
Julien Ignace bc57fd4a Small fixes based on PR feedback 7 年前
sebastienlagarde b9915628 HDRenderPipeline: First draft of support of vertex displacement 7 年前
sebastienlagarde 5d0125b2 HDRenderPipeline: Rename diplacement to vertex displacement and add a per pixel dispalcement scale (not done) 7 年前
Evgenii Golubev 84d9b5a3 Fix POM using the primitive size 7 年前
Frédéric Vauchelles 90b2eb1e Added refraction, roughness refraction and transparency absorption 7 年前
sebastienlagarde 5e3b6e01 Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-Per-Pixel-scale 7 年前
Evgenii Golubev 6610eebb Precompute '_InvPrimScale' and '_InvTilingScale' 7 年前
sebastienlagarde a40f87a0 Clean/update for distortion + add a transparent depth prepass 7 年前
Peter Andreasen 2ef7d649 merged with master 7 年前
sebastienlagarde cb146691 Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-Per-Pixel-scale 7 年前
sebastienlagarde 551e98f0 Refactor the UI to have vertex, pixel and tessellation displacement 7 年前
sebastienlagarde 4c55d7e9 Merge pixel and vertex locak object scale, they are identical and the feature are mutually exclusive 7 年前
Evgenii Golubev f916b05a Add support for [-1, 1] anisotropy 7 年前
sebastienlagarde 6d6ac1f7 Change Range of DetailXXXScale parameter 7 年前
Julien Ignace 30bdceed - Properly integrated fog for transparent Lit/Unlit materials. 7 年前
sebastienlagarde 3946f7cd Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-Per-Pixel-scale 7 年前
sebastienlagarde 2fe0e0bf Add toggle to lock UV tiling/offset of details to base 7 年前
Frédéric Vauchelles 448737fc Prototype for distorstion 7 年前
Frédéric Vauchelles 315455b3 (wip) distortion rejection with stencil buffer 7 年前
Frédéric Vauchelles e533651d Added a nullify option for distortion, based on stencil buffer usage 7 年前
Frédéric Vauchelles acca5c71 Use a multiply blend mode instead of stencil to control distortion 7 年前
Frédéric Vauchelles 9bf881d7 Write depth in distortion pass and ztest to discard pixel in front of distorted object 7 年前
Frédéric Vauchelles 5cf7b5ab Added remapping for distortion blur 7 年前
Frédéric Vauchelles c38d4aba Use a distortion mask to discard pixels instead of depth 7 年前
Frédéric Vauchelles e8af5b56 Removed useless code 7 年前
Peter Andreasen e2332032 Merge remote-tracking branch 'origin/master' into sample_game 7 年前
Sebastien Lagarde ff69034b HDRenderPipeline: PRovide correct default value for Amplitude property of displacement 7 年前
Sebastien Lagarde f3fffa10 HDRenderPipeline: Fix Distortion UI (Correctly replicate attribute on shader) 7 年前
Frédéric Vauchelles 722dee63 (wip) Prepass for transparent 7 年前
Frédéric Vauchelles 4ea18fae Disable refraction for pre-transparents 7 年前
Frédéric Vauchelles 1e32285e Renamed PreTransparent to PreRefraction 7 年前
Frédéric Vauchelles 8814a24e Updated shaders with transparency properties 7 年前
Frédéric Vauchelles 4ecf28cc Refractored refraction keyword 7 年前
Julien Ignace 1e8876bf Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_FogAndProceduralSky 7 年前
Julien Ignace 4a214e97 - Fixed shader compilation errors on PS4 7 年前
Frédéric Vauchelles ce940be0 Removed distortion only for lit shader 7 年前
Julien Ignace ded2da7e Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_FogAndProceduralSky 7 年前
sebastienlagarde aa798d74 HDRenderPipeline: Remove useless _BLENDMODE_SOFT_ADD 7 年前
GitHub 2df3e46a Merge branch 'Unity-2017.3' into feature/transparentSpecularBlending 7 年前
Sebastien Lagarde cd755f87 Add _SURFACE_TYPE_TRANSPARENT keyword (so fog work with rough refraction) 7 年前
sebastienlagarde 36c0ec18 Add _BLENDMODE_ACCURATE_LIGHTING keyword - change _ENABLE_FOG to _ENABLE_TRANSPARENT_FOG 7 年前
sebastienlagarde d33ee23f more renaming 7 年前
Frédéric Vauchelles 1303cd7c Keep only 2 refraction models: Plane and Sphere 7 年前
Mikko Strandborg a2a3c47b Add vulkan to the list of only_renderers in all the shaders 7 年前
Frédéric Vauchelles 3342b048 (wip) refraction box model 7 年前
sebastienlagarde 31f51930 HDRenderPipeline: enabled depth test by default for distortion 7 年前
sebastienlagarde 4287ed02 HDRenderPipeline: Split Lit and LayeredLit data file in several part to make it more readable 7 年前
Julien Ignace eb9b38db Hack for GI to handle Alpha Test correctly: Filled the hard-coded property used by the GI system to resolve opacity with our own equivalent so that GI works correctly with alpha-test. Disabled for now for Unlit because of a name conflict. 7 年前
Evgenii Golubev 9e8db4ba Add a thickness remap for the thickness map (on the material itself) 7 年前
GitHub 068e18e4 Merge pull request #532 from Unity-Technologies/Branch_FixPVROpacity 7 年前
GitHub 06f28ec2 Merge pull request #538 from Unity-Technologies/Unity-2017.3 7 年前
Julien Ignace aed9d43e - Fixed meta pass to use correctly UV 2 and 3 and world space position for planar (planar still does not work though because of possible C++ dependency in the meta pass) 7 年前
sebastienlagarde 11388041 HDRenderPipeline: Add tile/scale uv control to emissive color map 7 年前
sebastienlagarde 3162b59f HDRenderPipeline: Add transmission color 7 年前
GitHub b6cf8abe Merge pull request #549 from Unity-Technologies/Unity-2017.3 7 年前
uygar 20767512 Added programmatic control of depth clipping. Depth clipping is disabled for shadow cascades and enabled for everything else. 7 年前
GitHub 1886d3d6 Merge pull request #555 from Unity-Technologies/Unity-2017.3 7 年前
sebastienlagarde bc549388 HDRenderPipeline: Update Metapass to do correct ifdef test 7 年前
Sebastien Lagarde 36f3cfd4 merge unity 2017.3 7 年前
GitHub 64affbce Merge pull request #559 from Unity-Technologies/Unity-2017.3 7 年前
Sebastien Lagarde 69f19bc0 HDRenderPipeline: Add support of shadow mask (Disabled in 2017.3) - require C++ change 7 年前
GitHub aeb0b914 Merge pull request #565 from Unity-Technologies/Unity-2017.3 7 年前
GitHub 569840ef Merge pull request #573 from Unity-Technologies/Unity-2017.3 7 年前
Peter Andreasen f052451a merged from master 7 年前
Peter Bay Bastian 9dd5e5c5 Change shader include paths to take advantage of Core being an include path now 7 年前
Sebastien Lagarde ccb1518c HDRenderPipeline: Re-enable option to have forward opaque cluster (for MSAA) 7 年前
Peter Andreasen 1432e316 Merge remote-tracking branch 'origin/master' into sample_game 7 年前
Peter Bay Bastian 85e38a3c Merge branch 'master' into shader-include-paths-2 7 年前
Sebastien Lagarde 8e92ddef HDRenderPipeline: Remove multiply blend mode 7 年前
Antti Tapaninen f53de9f7 unify only_renderers list, fix typos 7 年前
Sebastien Lagarde fd96ccd7 HDRenderPipeline: Add ColorMask0 to depth and shadow pass 7 年前
sebastienlagarde 09427415 HDRenderPipeline: Remove comment 7 年前
Peter Bay Bastian b7db3ef9 Merge branch 'shader-include-paths-2' 7 年前
Sebastien Lagarde e7691b78 HDRenderPipeline: Add TransparentBackface pass on lit material 7 年前
Sebastien Lagarde 2d0640a5 Draft 2 7 年前
Peter Andreasen b6423cf9 merge 7 年前
Sebastien Lagarde 13cec969 Make it work in full forward, fix other compil issue. Disney/Jimenez ok, transmission not working 7 年前
sebastienlagarde 0feb39a6 HDRenderPipeline: Add xboxone support 7 年前
sebastienlagarde 0af1be7a HDRenderPipeline: Move Depth postpass to after transparent (solve issue) + add it to lit shader 7 年前
sebastienlagarde fa6e0a3a Various typo fix + disable extra pass if distortion only 7 年前
Sebastien Lagarde d657b39c Add support of transparent depth prepass 7 年前
sebastienlagarde d093aa76 Add EnableMotionVectorForVertexAnimation option on Lit shader 7 年前
sebastienlagarde f10a2a97 Add stencil test + split object and camera velocity 7 年前
sebastienlagarde d032f5a2 Update all shader with correct stencil write mask 7 年前
Peter Andreasen 87c36d52 merged with master 7 年前
sebastienlagarde 4b26e012 Move all core file to subfolder CoreRP + update shader include path to CoreRP/ShaderLibrary 7 年前
Sebastien Lagarde 1d7b259e HDRenderPipeline: Remove None mode of double sided 7 年前
Sebastien Lagarde 7330925f Let Mirror at the same value as before, so less headhache with update material 7 年前
Sebastien Lagarde 0690038f HDRenderPipeline: Homegenize name prepass postpass 7 年前
sebastienlagarde d024e832 HDRenderPipeline: Fix issue with silouette selection 7 年前
Sebastien Lagarde c514f914 first compile version 7 年前
Raymond Graham e93f78ef Bring over Instancing support to HDRP shaders. 7 年前
Sebastien Lagarde c3a7633d Rename SubsurfaceProfile to DiffusionProfile and SubsurfaceRadius to SubsurfaceMask 7 年前
Sebastien Lagarde 965b935f Update UI accordindly, don't touch materialId yet 7 年前
Julien Ignace 05efe29c Updated Heightmap parametrization and converted all HDRP materials. 7 年前
Sebastien Lagarde 65173ac3 draft 7 年前
Thomas 549354b9 Fixed motion vectors not writing to depth 7 年前
Sebastien Lagarde f83a3287 Update of all shader to zwrite on 7 年前
Julien Ignace 43f6d6eb Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_HeightMapParametrization 7 年前
sebastienlagarde c20bc336 Remove LIGHTMAP_OFF, DIRLIGHTMAP_OFF and DYNAMICLIGHTMAP_OFF keyword 7 年前
Raymond Graham d1c64b56 Merge branch 'master' into gpuInstancingSupport 7 年前
Kay Chang 42c358c5 Added Switch support for SRP sample project. 7 年前
Peter Andreasen 3ccf74cc merged from master 7 年前
sebastienlagarde 313ca6c5 Emissive color: add support for uv mapping selection 7 年前
sebastienlagarde 4bae05ba Merge remote-tracking branch 'refs/remotes/origin/master' into gpuInstancingSupport 7 年前
Sebastien Lagarde 61ca3c01 Replace all toggleOff by ToggleUI [2018.1.b4 feature] 7 年前
sebastienlagarde e9ba97a3 Add energy conservation specular color 7 年前
sebastienlagarde 02e0282c Add default decal material + add support dbuffer on lit material 7 年前
sebastienlagarde 10a938eb Add support for transparent queue priority 7 年前
sebastienlagarde 2345a375 Rename transparentQueuePriority to transparentSortPriority 7 年前
Peter Andreasen 8b8ef607 Merge remote-tracking branch 'origin/master' into sample_game 7 年前
sebastienlagarde f966b1cd First draft 7 年前
sebastienlagarde 0b8efbbc Add support of UV1 to UV3 set on base color 7 年前
sebastienlagarde 6feb2d00 Merge remote-tracking branch 'refs/remotes/origin/master' into Updating-UI-for-material-feature-ID 7 年前
sebastienlagarde 22b5d138 Add support of clearcoat mask map and change coat mask as material feature 7 年前
sebastienlagarde 172e38d1 first draft 7 年前
sebastienlagarde a762caad Remove transmission mode, now there is only two (and no none mode) 7 年前
sebastienlagarde 3d4d194e Debug display is now a multi compile option 7 年前
sebastienlagarde 2a18503e First draft of SSS and Transmisison UI 7 年前
Sebastien Lagarde 106566dc Update the UI for iridescence 7 年前
Sebastien Lagarde bd45bb5a Fix missing code for texture 7 年前
Sebastien Lagarde 76cc874d Re-introduce none case for double sided 7 年前
Sebastien Lagarde 4866a7dc Fix missing coma 7 年前
sebastienlagarde 5e5e46c8 Merge remote-tracking branch 'refs/remotes/origin/master' into support-iridescence 7 年前
sebastienlagarde 8a1d7457 Forward pass now control its depth test. Optimization with clip and depth prepass is only for Lit/layeredLit shader 7 年前
sebastienlagarde 2522428b Better default test 7 年前
Sebastien Lagarde 2ad2a458 Update IOR to be a mask map 7 年前
sebastienlagarde 44c4a197 Merge remote-tracking branch 'refs/remotes/origin/master' into support-iridescence 7 年前
Sebastien Lagarde 45283ab4 Adress iridescence PR feedback 7 年前
Sebastien Lagarde 4e72f56f HDRenderPipeline: Fix various typo for iridescence 7 年前
Peter Andreasen 04b933d9 merged with master 7 年前
sebastienlagarde c4fab16a Update shadow parameter in UI 7 年前
sebastienlagarde 003ed8ce Add pipeline subshader tags for HD 7 年前
sebastienlagarde 9630d754 Rename HDPipeline => HDRenderPipeline + Fix issue with decal.shader 7 年前
Remy 8bfdd505 Surface lit started to work. 7 年前
sebastienlagarde 35d83109 Commented out Single pass lighting to decrease shader compilation time. 7 年前
sebastienlagarde 0d28adac Removed GBufferWithPrepass pass from lit*.shader. Alpha tested materials now always have a depth prepass. 7 年前
sebastienlagarde 88378544 Bring back dynamic branch for cluster/tile in forward to reduce the number of shader variant 7 年前
sebastienlagarde fa95ec27 Reduce number of variant by bring back FPTL/CLuster choice with dynamic branch for forward 7 年前
Frédéric Vauchelles 5ab7101f Moved algorithm selection to shader variant 7 年前
Frédéric Vauchelles f781f1f8 Refactored ScreenSpaceTracing 7 年前
Frédéric Vauchelles 085e9237 (wip) Refactored screen space tracing for refraction 7 年前
Frédéric Vauchelles 5ef1d97f (wip) Added debug for proxy and hiz refraction modes 7 年前
Frédéric Vauchelles 7203df22 wip Screen Space Reflection forward pass 7 年前
Frédéric Vauchelles 659b634a Added wip pass for SSReflection 7 年前
Frédéric Vauchelles 3b63c854 wip SSR 7 年前
Kay Chang 53b01e3a WIP adding Switch support. 7 年前
Frédéric Vauchelles b6f0098d (wip) SSR for deferred 7 年前
Frédéric Vauchelles a7658549 Various fixes 7 年前
Frédéric Vauchelles 8434e359 Small SSR fixes 7 年前
Frédéric Vauchelles 92fe8d5d Use only a single screen space setting for SSR 7 年前
Frédéric Vauchelles 4bfaa623 merge master 7 年前
Sebastien Lagarde 2ca0621d Add scene selection pass to HDRP 7 年前
Frédéric Vauchelles 3932faa4 Merge branch 'master' into feature/SSR 7 年前
sebastienlagarde 730f3273 HDRP: add geometric filtering to lit shader 7 年前
Tim Cooper fafb59af Run code formatter. 7 年前
sebastienlagarde 55b91556 Replace EmissiveIntesnity by EmissveColor HDR 7 年前
sebastienlagarde 661eacb1 HDRP: Update default value of emissiveColor 7 年前
sebastienlagarde 56693471 Improve upgrade material system + Add versionning via HDRPProjectVersion.txt to project settings 7 年前
Sebastien Lagarde dcbff94f refactor shader variant per material + Add variant stripper for stacklit and selection 7 年前
sebastienlagarde 5fd64011 Prepare NormalBuffer support in forward 7 年前
Sebastien Lagarde 96a16f75 Fix various compilation error 7 年前
Sebastien Lagarde 4d25d4a1 Add normal buffer to directional shadow and forwar 7 年前
Sebastien Lagarde 23c3f077 various fix + backport change of WRITE_NORMAL_BUFFER on all shader + add shader preprocessor 7 年前
Paul Melamed 30ddbe57 renamed and added the pragma multi_compile for decals to Lit shaders 6 年前
Paul Melamed 1fc5aacc adressed PR comments 6 年前
sebastienlagarde 12a407ff increase normal scale range (BotD) 6 年前
sebastienlagarde f222f97c Rename DBuffer -> Decals + Add decal multicompile option 6 年前
Sebastien Lagarde 65ea94ef Update the material upgrader system to be per material and not per project 6 年前
Sebastien Lagarde cb44566e Rename _DECALS_3RT to DECALS_3RT and lower variant count 6 年前
Sebastien Lagarde fbcdb866 Add DECAL_OFF for decal to remove more variant + rename 6 年前
GitHub 80d748f5 Add light linking support (#1758) 6 年前
Paul Melamed 5f083851 decal normal buffer works, 1st draft 6 年前
sebastienlagarde 164bf7a6 remove not wanted enable_d3d11_debug_symbols 6 年前
Paul Melamed 9dbd8998 Merge branch 'HDRP/staging' into HDRP/decals/v2_1/normal_buffer 6 年前
Paul Melamed c68ab2bd cleaned up PR 6 年前
Paul Melamed 6c438b74 added comment 6 年前