sebastienlagarde
|
aedb2fa6
|
HDRenderPipeline: Remove splitLigthEvaluation code from TilePass
|
7 年前 |
sebastienlagarde
|
e21dd529
|
HDRenderPipeline: Remove undesired defined
|
7 年前 |
sebastienlagarde
|
b2fcddbf
|
HDRenderPipeline: Split reference code of lit shaders to increase readability
|
7 年前 |
sebastienlagarde
|
4a85437d
|
HDRenderPipeline: Update material classification combination + update files due to version changed
|
7 年前 |
GitHub
|
a5a09659
|
Merge pull request #345 from Unity-Technologies/nan-debugviews
Added a NaN/Inf tracker to the debug modes
|
7 年前 |
Julien Ignace
|
d51497b8
|
Fixed HDRenderPipeline SkyExport to use Blit w/ scale API (so that the output texture is not upside down)
|
7 年前 |
GitHub
|
fc525a52
|
Merge pull request #344 from Unity-Technologies/movecs-debugview
Added a fullscreen debug view for motion vectors
|
7 年前 |
Evgenii Golubev
|
a67be182
|
Optimize the SSS shader for ALU
|
7 年前 |
Thomas Hourdel
|
c4976158
|
Added a NaN/Inf tracker to the debug modes
|
7 年前 |
Julien Ignace
|
93186c84
|
Fixed GBuffer full screen debug pass to use DrawFullScreen instead of blit (blit would not work on PS4 with a shader that use only vertexIDs as input).
|
7 年前 |
GitHub
|
06c76f2d
|
Merge pull request #343 from Unity-Technologies/Branch_TileDebugInMenu
Moved tile debug modes into debug settings (and debug menu).
|
7 年前 |
Evgenii Golubev
|
ee1a6e41
|
Disable the near field kernel by default
|
7 年前 |
Thomas Hourdel
|
a512c881
|
Added a fullscreen debug view for motion vectors
And it looks like camera motion vectors are mirrored...
|
7 年前 |
Julien Ignace
|
292b0868
|
Moved tile debug modes into debug settings (and debug menu).
|
7 年前 |
Evgenii Golubev
|
f296a470
|
Add an option to disable texture cache
|
7 年前 |
Julien Ignace
|
5c41dbfb
|
Correctly Updated BasicProfiling.unity and fixed wrong commit of HDRenderLoopTest.unity
|
7 年前 |
Evgenii Golubev
|
49e51a0f
|
Fix the UAV issues on PS4
|
7 年前 |
Julien Ignace
|
7b9395ec
|
Fixed CascadedShadowsTest.unity (for real)
|
7 年前 |
Evgenii Golubev
|
2a1cd219
|
Minor clean up
|
7 年前 |
Julien Ignace
|
f5856816
|
Updated CascadedShadowsTest.unity and BasicProfiling.unity
|
7 年前 |
Evgenii Golubev
|
dd5224b6
|
Add half-texel offset
|
7 年前 |
uygar
|
303965c0
|
Fixed normal bias leading to light leaking with point shadows.
|
7 年前 |
Evgenii Golubev
|
ed0a6b63
|
Add comments
|
7 年前 |
uygar
|
31d02d2f
|
Fixed light leak bias for moment calculations.
|
7 年前 |
Evgenii Golubev
|
f3d8504d
|
Add the SSS profiling scene
|
7 年前 |
sebastienlagarde
|
3ebe5f84
|
Fix test framework compilation after latest trunk merge
|
7 年前 |
Evgenii Golubev
|
d4513157
|
Address PS4 warnings
|
7 年前 |
mmikk
|
a84b633b
|
fix texture cache when there is a texture update from within the editor.
fix texture cache when there is a texture update from within the editor.
|
7 年前 |
Evgenii Golubev
|
22366909
|
Rename a variable to avoid a reserved name error on PS4
|
7 年前 |
GitHub
|
af12bde1
|
Merge pull request #341 from Unity-Technologies/Add-tessellatoin-debug-mode
Add properties debug view mode
|
7 年前 |
Evgenii Golubev
|
8a65f37a
|
Fix the typo
|
7 年前 |
sebastienlagarde
|
6b6d2b53
|
Add view mode properties for lightmap, depth offset and per pixel displacement
|
7 年前 |
Evgenii Golubev
|
41ed2b47
|
Remove the Disney model from the pixel shader
|
7 年前 |
sebastienlagarde
|
0baf8247
|
Add debug view mode to know which objects have tessellation
|
7 年前 |
Evgenii Golubev
|
98cec915
|
Port SSS to compute with an LDS texture cache
|
7 年前 |
GitHub
|
ee778ee7
|
Merge pull request #340 from Unity-Technologies/movecs-fixes
Fixed motion vectors and camera relative rendering
|
7 年前 |
Evgenii Golubev
|
62076a23
|
Merge branch 'master'
|
7 年前 |
Thomas Hourdel
|
efcdad03
|
Fixed motion vectors and camera relative rendering
|
7 年前 |
sebastienlagarde
|
d6fb760a
|
HDRenderPipeline: Fix lighting mode with shaderopaque
|
7 年前 |
GitHub
|
57ab30c0
|
Merge pull request #339 from Unity-Technologies/taa
Jittered Projection; Temporal Anti-aliasing support; Movecs fixes
|
7 年前 |
sebastienlagarde
|
ac29144b
|
HDRenderPipeline: Fix issue with Transmission due to padding between compute and shader float array
- Move Thickness remap float array to float4 array to avoid packing
issue between compute path and pixel path
|
7 年前 |
Thomas Hourdel
|
fbdc6add
|
Merge branch 'master' into taa
|
7 年前 |
sebastienlagarde
|
ac0ad5d8
|
update Readme
|
7 年前 |
GitHub
|
50bd16e8
|
Fix HDRP Lit ignoring detail mask for detail normals.
|
7 年前 |
Sebastien Lagarde
|
9bc034e5
|
HDRenderPipeline: Enable light/material classification and compute light by default
|
7 年前 |
GitHub
|
fbef3912
|
Merge pull request #338 from Unity-Technologies/Update-material-classification
Update material classification
|
7 年前 |
Sebastien Lagarde
|
a07e9bd1
|
Change number of variant from 16 to 26
|
7 年前 |
Sebastien Lagarde
|
c25fce5e
|
update HDRenderPipelineAsset
|
7 年前 |
Sebastien Lagarde
|
eb4be652
|
HDRenderPipeline Fix last issue
|
7 年前 |
sebastienlagarde
|
9320753e
|
Merge remote-tracking branch 'refs/remotes/origin/master' into Update-material-classification
|
7 年前 |