7212 次代码提交 (f4e0f28f-d4ac-42d3-a258-7e6d0221e6bf)

作者 SHA1 备注 提交日期
sebastienlagarde c6867a4e Merge branch 'master' into 2018.1-experimental 7 年前
Frédéric Vauchelles 325a0d20 Separate limit for max active planar probe and max planar probe per render 7 年前
GitHub 08b41047 Merge pull request #1288 from Unity-Technologies/Fix-issue-with-preprocessor 7 年前
Stephane Laroche 42284de1 Cosmetics, auto-merge cleanup (VolumetricLighting.cs vs compute should be fixed though) 7 年前
Frédéric Vauchelles 20908a44 Added warning in UI when proxy and influence shapes are differents 7 年前
sebastienlagarde e4f497dc Fix issue with preprocessor 7 年前
Stephane Laroche 6a42ea81 Uniformity, dual lobe material feature keyword. 7 年前
sebastienlagarde 2c1c78cf Merge branch 'master' into 2018.1-experimental 7 年前
Frédéric Vauchelles 11576c7d Added guards on drawgizmos for HD reflection probes 7 年前
sebastienlagarde 3c4711de Add missing meta file 7 年前
Stephane Laroche ecc9d71b Merge remote-tracking branch 'mainrepo/master' into stacklit 7 年前
GitHub 61db0440 Merge pull request #1286 from Unity-Technologies/Add-switch-build-player-support 7 年前
sebastienlagarde a47f097f Add switch build player support 7 年前
GitHub b89283a5 Merge pull request #1285 from Unity-Technologies/Update-Stacklit-normal-map 7 年前
sebastienlagarde dd45564c Update Stacklit normal map - Add support for triplanar normal map + obj space / tangent space 7 年前
Felipe Lira 01256b7a Removed dependency from pipeline asset in shadow map passes 7 年前
GitHub 443e7841 Merge pull request #1282 from Unity-Technologies/stacklit 7 年前
Felipe Lira b918fecb Addressed PR comments. 7 年前
GitHub c950ed49 Merge pull request #1283 from Unity-Technologies/fix/UTF_Tests_HDRP-revnum 7 年前
Felipe Lira 81737c15 Revert " Enabled Dynamic batching." 7 年前
Remy 9c533966 UTF Tests Fix 7 年前
Felipe Lira ab311887 Turns out the material immediate set doesn't really work. 7 年前
GitHub df846344 Merge pull request #1280 from Unity-Technologies/volume-improvements-next 7 年前
Felipe Lira 1cbd9d71 Fixed typo when setting rendertargets. 7 年前
GitHub bdbe5bc4 Merge pull request #1281 from Unity-Technologies/switch_support 7 年前
Felipe Lira 1e580cd4 Merge branch 'LWRP' into lw/api-refactor-v1 7 年前
Stephane Laroche e0d326d4 Add coat and anisotropy UI. 7 年前
sebastienlagarde d81990c2 Update UTF submodule (was remove by a previous PR) 7 年前
Felipe Lira 7b171db4 Fixed Texture2DMS resolve. Simplified renderer state by baking shadow settings into camera data. 7 年前
Stephane Laroche 10f8090a Merge branch 'stacklit' into stacklit_vl_merge 7 年前
sebastienlagarde 74166e70 Update postprocess version 7 年前
Jean-François F Fortin 5777e7c0 Added button to output all shader properties in the debug log. 7 年前
GitHub f8e74a10 Merge pull request #1277 from Unity-Technologies/switch_support 7 年前
Felipe Lira 98c82c99 All renderpasses referencing attachments by handle 7 年前
sebastienlagarde f5c6eec7 Merge remote-tracking branch 'refs/remotes/origin/master' into switch_support 7 年前
GitHub 4913285a Merge pull request #1278 from Unity-Technologies/StackLit-Triplanar 7 年前
Felipe Lira e7451f17 Enabled Dynamic batching. 7 年前
sebastienlagarde f0baa14d HDRP: StackLit Triplanar - handling of local and world correctly per attribute 7 年前
Antti Tapaninen 05bc2fef update gitsubmodule revisions 7 年前
Felipe Lira c05148cf Implemented depth copy pass. Fixed a case that was causing depth prepass to execute even when no directional shadows were rendered. 7 年前
GitHub 1cd7186d Merge pull request #1276 from Unity-Technologies/stacklit-support-planar 7 年前
Felipe Lira 8f6ad3bd Created shadow utils. 7 年前
Evgenii Golubev e7f0a6d1 Fix issues with light leaking in volumetric lighting 7 年前
sebastienlagarde 44ad647c Add support for triplanar + handle local/world space 7 年前
Felipe Lira 5b75c36e Caching common filter settings. Created method to provide DrawRendererSettings. 7 年前
Frédéric Vauchelles dd47524a Removed iteration blending for linear raymarching 7 年前
Evgenii Golubev b8dccc9d Add comments 7 年前
GitHub 6dfee119 Merge pull request #1275 from Unity-Technologies/stacklit 7 年前
Felipe Lira 17a99791 Moved most content to LightweightForwardRenderer. Created passes to encapsulate logic. Currently passes are selected based on primitive feature/capabilities/frame settings. 7 年前
Frédéric Vauchelles 833ae271 Update iblR remapping for cubemap only 7 年前