Matt Dean
|
02a01bed
|
Bring handwritten and graphmade vertex structs in line
|
7 年前 |
Matt Dean
|
b213473c
|
Adjust vertex input index
|
7 年前 |
Matt Dean
|
d0f07a14
|
Add everything to vertex input struct as default
|
7 年前 |
Matt Dean
|
5aa5451a
|
Fixes for PR
|
7 年前 |
Matt Dean
|
6617bfcf
|
Working Lightweight PBR Masters
|
7 年前 |
Matt Dean
|
7a860c7c
|
Initial functional PBR master
|
7 年前 |
Matt Dean
|
2c7d3d45
|
Some channels working
|
7 年前 |
Tim Cooper
|
be067cc2
|
first real working shader in the 'new' model.
|
7 年前 |
Peter Bay Bastian
|
bec6cdbb
|
New preview system and master node preview in inspector
|
7 年前 |
Matt Dean
|
fc0d26d6
|
Merge remote-tracking branch 'refs/remotes/origin/master' into lt-pipeline-masters
|
7 年前 |
Tim Cooper
|
354517e6
|
Partially working new master node architecture.
|
7 年前 |
Peter Bay Bastian
|
960a174b
|
Move stuff out from Views and Presenters in Drawing/Inspector
|
7 年前 |
Tim Cooper
|
8a87c992
|
More refactoring.
|
7 年前 |
Peter Bay Bastian
|
64c9a49b
|
Purge usage of presenters and datawatch from graph inspector
|
7 年前 |
Tim Cooper
|
f6fa3513
|
Starting to extract properties.
|
7 年前 |
Peter Bay Bastian
|
4f6745e0
|
Add utility function for calculating hash codes
|
7 年前 |
Peter Bay Bastian
|
8139e3cb
|
Move GeneratedShader outside Unity project
|
7 年前 |
Matt Dean
|
e1d63321
|
Initial attempt
|
7 年前 |
Peter Bay Bastian
|
cffc8159
|
Update project version
|
7 年前 |
Matt Dean
|
316a1125
|
Cleanup, re-org and refactor
|
7 年前 |
Peter Bay Bastian
|
a39f97cc
|
Update to work with latest GraphView
|
7 年前 |
Matt Dean
|
ef853b6a
|
Added surface definition for FastBlinn
|
7 年前 |
Peter Bay Bastian
|
1e3fb5de
|
Add dictionary for storing `Node -> Edges` reference in SerializableGraph (faster/more scalable edge look-ups)
|
7 年前 |
Matt Dean
|
1e0ac7aa
|
Rename NonPBR to FastBlinn
|
7 年前 |
Peter Bay Bastian
|
b1ca732a
|
Rewrite `DepthFirstCollectNodesFromNode` to be non-recursive
|
7 年前 |
Matt Dean
|
f17a21ca
|
Refactor lightweight shaders Part 1
- Add surface model to PBR
- Abstract everything to cgincs
|
7 年前 |
Peter Bay Bastian
|
25ed3aaf
|
Graph inspector now only shows editor for at most 1 node
|
7 年前 |
Matt Dean
|
0f6b7c44
|
Fixed graph name passed to GetFullShader in Master nodes
|
7 年前 |
Matt Dean
|
d0277da5
|
Fix manifest
- Added non manifest files in packages to ignore
- Fixed package manifest
|
7 年前 |
sebastienlagarde
|
87949b64
|
Correction for area light not working with LightType.Area
|
7 年前 |
sebastienlagarde
|
e805946a
|
HDRenderPipeline: Plenty of correction and revert some code from previous draft
We need to have archetype like approach for light. I changed it to a
LightTypeExtent and re-introduced it.
|
7 年前 |
sebastienlagarde
|
a9e3612f
|
HDRenderPipeline: More work on light editor
|
7 年前 |
rthompson-unity
|
8ce77600
|
Removed all use of GPUFences if async compute is not in use. Fixed a missing command buffer release in PushGlobalParams
|
7 年前 |
sebastienlagarde
|
19d8082a
|
First draft of new light editor
|
7 年前 |
Julien Ignace
|
af05920d
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_DeferredDirShadow
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
# ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/RenderPipelineResources.cs
|
7 年前 |
sebastienlagarde
|
b748a6bc
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
|
7 年前 |
sebastienlagarde
|
8a546726
|
HDRenderPipeline: Update some test material incorrectly flagged as SSS
|
7 年前 |
GitHub
|
cf23ecf8
|
Merge pull request #390 from Unity-Technologies/fptl_async_compute
Added async compute to fptl light list build.
|
7 年前 |
sebastienlagarde
|
44423085
|
HDRenderPipeline: Update pathname that are use for resource creation after the directory have been reorganize
|
7 年前 |
sebastienlagarde
|
402645af
|
HDRenderPipeline: Update a variable name in layered shader UI based on feedback
|
7 年前 |
Julien Ignace
|
d4b9dd15
|
Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting.
|
7 年前 |
sebastienlagarde
|
9ae2a6d0
|
HDRenderPipeline: Fix issue with tessellation shadow and camera relative code
The view position matrix calculated by the tessellation code for culling
was in absolute space and not in relative space
|
7 年前 |
Julien Ignace
|
e1c83556
|
Fixed ShadowsTest scene directional light parameters (was MSM instead of PCF)
|
7 年前 |
sebastienlagarde
|
8ff7a532
|
HDRenderPipeline: Fix issue with flickering black screen in scene view
The code in this PR cause flickering in scene view. Don't know the
reasons. Revert for now.
|
7 年前 |
Julien Ignace
|
c7cdfd34
|
Downsized all textures from Fern/Tree assets
|
7 年前 |
Julien Ignace
|
962dabd4
|
Update ShadowsTest scene (made geometry static and added a reflection probe).
|
7 年前 |
Julien Ignace
|
35694075
|
Fix shader compilation issue on PS4
|
7 年前 |
Sebastien Lagarde
|
1641bba9
|
HDRenderPipeline: Fix various warning in csharp and shader
|
7 年前 |
sebastienlagarde
|
d7ae6457
|
HDRenderPipeline: Update minor comment on proxy volume
|
7 年前 |
sebastienlagarde
|
11e5ff03
|
HDRenderPipeline: Fix an issue with proxy volume. Was not working and broken with camera relative
|
7 年前 |