Evgenii Golubev
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27059d4f
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Use standard deviation instead of variance as it is more intuitive
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8 年前 |
GitHub
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906bb804
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Merge pull request #119 from EvgeniiG/master
Tweak the behavior of the procedural sky
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8 年前 |
Evgenii Golubev
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0447d898
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Increase max. supported variance to 4
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8 年前 |
Evgenii Golubev
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fa646a10
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Separate "scatter push" for Rayleigh and Mie
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8 年前 |
sebastienlagarde
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24f0a144
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HDRenderPipeline: Move Density/opacity of Layered material in standard mode
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8 年前 |
Evgenii Golubev
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1014d65e
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Improve bilateral weighting and alpha blending
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8 年前 |
Evgenii Golubev
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4c2626c3
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Disable height fog during cubemap rendering
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8 年前 |
GitHub
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ecd950f5
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Merge pull request #118 from Unity-Technologies/Update-layered-material
HDRenderPipeline: Update layered material
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8 年前 |
Evgenii Golubev
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e4af7f76
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Improve bilateral weighting
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8 年前 |
Evgenii Golubev
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399b7f4d
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Prevent the rotation of the sun with the sky
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8 年前 |
GitHub
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85cd5542
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Merge pull request #117 from EvgeniiG/master
Fix the flipped Y axis (due to a D3D convention) for the procedural sky
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8 年前 |
Evgenii Golubev
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48b18910
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Improve the quality of importance sampling
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8 年前 |
Evgenii Golubev
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b1a7cdc0
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Fix the flipped Y axis (due to a D3D convention) for the procedural sky
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8 年前 |
Chman
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5cd2bb50
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Removed useless code
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8 年前 |
sebastienlagarde
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810afcf1
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HDRenderPipeline: Update layered material
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8 年前 |
Evgenii Golubev
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2f1d213f
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Importance sample two Gaussians based on the interpolation weight
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8 年前 |
Evgenii Golubev
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269e987f
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Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
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8 年前 |
Chman
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f8c4dad7
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Find serialized properties using an expression instead of a string (safer and won't break on refactor)
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8 年前 |
GitHub
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1d3fd842
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Merge pull request #116 from Unity-Technologies/Add-layered-displacement
HDRenderPipeline: Add Layered Displacement + fix issue with sky + some clean
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8 年前 |
Evgenii Golubev
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d892fdad
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Reduce the minimal supported variance to 0.05
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8 年前 |
Julien Ignace
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3fdb1fb7
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Missing files
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8 年前 |
sebastienlagarde
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be649c1e
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HDRenderPipeline swap g and b for details mask / ansiotropy
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8 年前 |
Evgenii Golubev
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061001e0
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Use lerp(max1, max2) to determine the radius rather than the average
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8 年前 |
Julien Ignace
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3a51e665
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Start of new small framework for debugging stuff in HDRenderPipeline. Used it for shadow map visualization.
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8 年前 |
sebastienlagarde
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66834685
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HDRenderPipeline: Add Layered Displacement + fix issue with sky + some clean
- HDRI reflection is flipped, but HDRI and procedural sky are flipped
each other. For now fix the HDRI sky and we will fix procedural sky
after
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8 年前 |
Evgenii Golubev
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ae7b5723
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Tweak the bilateral scale
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8 年前 |
Tim Cooper
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d429e630
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update assets
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8 年前 |
sebastienlagarde
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d947af3f
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HDRenderPipeline: Add reflection probe test
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8 年前 |
Evgenii Golubev
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df6d69e8
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Implement the initial version of custom SSS filters
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8 年前 |
Tim Cooper
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32acc565
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[hdloop]Add sky asset + common settings asset.
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8 年前 |
GitHub
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32457b2e
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Merge pull request #114 from Unity-Technologies/Update-weights-calculation
HDRenderPipeline: Update weight calculation for layering
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8 年前 |
Evgenii Golubev
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3e4a07ec
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Rename '_FilterWidth' to '_FilterRadius'
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8 年前 |
Tim Cooper
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171302ee
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Merge branch 'preview-cameras' into refactor-hdloop
Conflicts:
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
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8 年前 |
sebastienlagarde
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4f0f829e
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HDRenderPipeline: Update weight calculation for layering
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8 年前 |
Evgenii Golubev
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0d58fd17
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Use bilinear filtering for all textures
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8 年前 |
Tim Cooper
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d4271c8c
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Merge remote-tracking branch 'origin/master' into preview-cameras
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8 年前 |
sebastienlagarde
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50a39496
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HDRenderPipeline: Batch of fix for tesselation shaders
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8 年前 |
Evgenii Golubev
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aa6bf886
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Implement the initial version of the SSS algorithm
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8 年前 |
GitHub
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f2eb9af9
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Merge pull request #113 from Unity-Technologies/Add-two-sided-test-scene
HDRenderPipeline: Add two sided test scene + clean a bit test directory
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8 年前 |
Evgenii Golubev
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738befc5
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Make a copy of the stencil buffer
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8 年前 |
sebastienlagarde
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ddc209b1
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HDRenderPipeline: Add two sided test scene + clean a bit test directory
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8 年前 |
Evgenii Golubev
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21be7561
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Merge branch 'master' into SSSSS
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8 年前 |
Evgenii Golubev
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087242cd
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Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
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8 年前 |
Sebastien Lagarde
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52f90645
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HDRenderPipeline: Parrallax occlusion mapping add lod fading
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8 年前 |
Sebastien Lagarde
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6a2f84cb
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HDRenderPipeline: Fixx issue with tessellation (Shadow, depthonly, distortion)
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8 年前 |
GitHub
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d5396bc4
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Merge pull request #112 from Unity-Technologies/Move-all-are-LTC-data-in-one-texture2DArray
HDRenderPipeline: Move all LTC data in one texture2DArray
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8 年前 |
Sebastien Lagarde
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bbf9674c
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HDRenderPipeline: Move all are LTC data in one texture2DArray
Required to save ressource index for PS4 until playstation platform team
fix the issue of limited resource (16 texture + compute buffer)
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8 年前 |
GitHub
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2c21b8bb
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Merge pull request #111 from Unity-Technologies/Fix-Discrenpency-forward-deferred
HDRenderPipeline: Fix discrepencey forward deferred
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8 年前 |
Sebastien Lagarde
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6c05ce51
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HDRenderPipeline: Fix compil issue + discrepencey forward deferred
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8 年前 |
Tim Cooper
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c3449ff8
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[HDLoop] Use scene singleton pattern for skysettings and common settings. The idea is that when a scene is activated we look to see if there are any override settings in that scene; if so we apply them. If there are no override settings we just do the default.
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8 年前 |