GitHub
32b2a51e
Merge pull request #107 from Unity-Technologies/Add-POM-and-Tesselation-Test-Level
fix pom issue
8 年前
Evgenii Golubev
4cf1213b
Implement the pass combining specular with diffuse and SSS
8 年前
Antti Tapaninen
65e1c7e7
workaround hlsl bytecode/metal output issue that only triggered on iOS
8 年前
sebastienlagarde
d3d2750f
HDRenderPipeline: Small fix that cause POM to be tiled
8 年前
Evgenii Golubev
8b521e10
Merge branch 'master' into SSSSS
8 年前
Antti Tapaninen
81f3ecea
increase precision to full floats for _CameraDepthTexture
8 年前
sebastienlagarde
c91d56dd
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-POM-and-Tesselation-Test-Level
8 年前
GitHub
4ed323aa
Merge pull request #105 from Unity-Technologies/Add-POM-and-Tesselation-Test-Level
Add pom and tesselation test level
8 年前
Antti Tapaninen
3b4a5fb9
update submodule revision
8 年前
sebastienlagarde
d7a39bc6
HDRenderPipeline: Add tessellation test
8 年前
Antti Tapaninen
f97d3a10
tweak project settings for metal
8 年前
sebastienlagarde
613a80ee
HDRenderPipeline; Add Pom test level
8 年前
Julien Ignace
4ce76493
Added V2 of height base blend + inherit from base layer albedo option.
8 年前
Antti Tapaninen
cbf11282
add Hidden/CubeToPano to always included shaders
8 年前
sebastienlagarde
cf6dab8e
HDRenderPipeline: Disable (not implemented) IES lights to save one slot on PS4 (until PS4 is fix)
8 年前
GitHub
2998dd35
Merge pull request #104 from Unity-Technologies/Add-ParallaxOcclusionMapping
Add parallax occlusion mapping (near working version)
8 年前
sebastienlagarde
69e1e4fa
HDRenderPipeline: Version that work but have a tiling bug. Push for julien
8 年前
Evgenii Golubev
212f861f
Use a new workaround for Utilities.DrawFullscreen()
8 年前
sebastienlagarde
b82ad07d
HDRenderPipeline: Push compiling code
8 年前
sebastienlagarde
5a9cce71
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-ParallaxOcclusionMapping
8 年前
GitHub
fe3b2295
Merge pull request #103 from EvgeniiG/master
Fix sky rendering bugs
8 年前
Evgenii Golubev
ddbfc573
Fix sky rendering bugs
8 年前
Tim Cooper
c3449ff8
[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.
8 年前
Evgenii Golubev
ddd20ccc
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Tim Cooper
aa75277c
[refactoring] HDLoop to do nice allocate / deallocate based on instantiation of loop instances.
8 年前
sebastienlagarde
937ba3f0
HDRenderPipeline: Missing file for POM
8 年前
vlad-andreev
b75103b5
minor cleanup
8 年前
sebastienlagarde
b59196ee
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-ParallaxOcclusionMapping
8 年前
vlad-andreev
fac34a7d
fix dumb
8 年前
sebastienlagarde
34ba21bb
HDRenderPipeline: Push draft for adding POM
8 年前
vlad-andreev
367260ce
various changes to the HD renderloop to match the preview camera changes
8 年前
joce
f4fad3a8
Update to latest GraphView
** Requires update to Unity branch **
- New way to reference StyleSheets (no longer using attributes). This in the
goal of moving GraphView to a GitHub submodule.
- Styles sheets moved under Resources folder
- BaseTypeMapper renamed BaseTypeFactory
- Little change to edge drawing code.
- Changes to selection mechanism.
- NodeAnchors are no longer always removed/added on a DataChange (more changes
to come to this soon).
- Dragger and NodeDragger change only the VisualElement on MouseMove. The
presenter is now changes and notified of the change only upon MouseUp.
- Various minute changes to demo presenters.
Signed-off-by: joce <joce@unity3d.com>
8 年前
Peter Bay Bastian
ab990b62
TypeMapper and ScriptableObjectFactory
Only used in AbstractGraphInspector for now
8 年前
joce
4702ac61
Updated graphs
Signed-off-by: joce <joce@unity3d.com>
8 年前
joce
2a1b5b99
TypeMapper => GraphTypeMapper
Signed-off-by: joce <joce@unity3d.com>
8 年前
joce
c5baafe7
Integrate latest GraphView
Signed-off-by: joce <joce@unity3d.com>
8 年前
joce
7ab5cea2
Update shader graphs (placement was broken)
Signed-off-by: joce <joce@unity3d.com>
8 年前
joce
cfc167d9
TypeMapper now derives from BaseDataMapper
Signed-off-by: joce <joce@unity3d.com>
8 年前
joce
134a3007
Update to latest GraphView
Signed-off-by: joce <joce@unity3d.com>
8 年前
Evgenii Golubev
2bfdeef3
Output diffuse lighting into a separate render target
8 年前
Evgenii Golubev
d5c68fe1
Implement DrawFullscreen() with MRT support
8 年前
Evgenii Golubev
020f5c12
Implement the full screen triangle shader
8 年前
Evgenii Golubev
34c8c87d
Make RenderTextures explicitly linear
8 年前
Evgenii Golubev
48d1ab44
Remove depth bits from RenderTargets which do not need them
8 年前
Evgenii Golubev
94575da4
Remove the redundant 'GGX' from function names
8 年前
Evgenii Golubev
6d6d3082
Rename 'IblGgx' to 'GgxIbl' for consistency
8 年前
sebastienlagarde
d055406d
HDRenderPipeline: Draft to work at home
8 年前
GitHub
d23fdad9
Merge pull request #102 from Unity-Technologies/Branch_fix-ps4-hdrenderloop
Branch fix ps4 hdrenderloop
8 年前
Julien Ignace
c83f3d4a
Merge branch 'master' into Branch_fix-ps4-hdrenderloop
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/Unlit.shader
# Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader
# Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader
# Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/Resources/GGXConvolve.shader
8 年前
Evgenii Golubev
5f09345a
Rename to 'iblGgxSamples' to 'ggxIblSamples'
For consistency.
8 年前