146 次代码提交 (fea6ad98-575f-4220-ace2-ec4a7ed5d717)

作者 SHA1 备注 提交日期
GitHub fea6ad98 Merge pull request #211 from Unity-Technologies/Branch_ExportSky 8 年前
Julien Ignace 5702f00d Added proper error messages for "ExportSkyToTexture" to the method. 8 年前
GitHub 6bf38eb4 Merge pull request #210 from EvgeniiG/master 8 年前
Julien Ignace 954a22ef Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_ExportSky 8 年前
Evgenii Golubev fd637ec5 Make the view (shadow) matrix of point lights left-handed (to match spot lights) 8 年前
Antti Tapaninen d5c54cc8 increase precision for _GgxIblSamples 8 年前
Julien Ignace 3c82d600 Temporarily disabled code requiring new Blit API until it gets to trunk. 8 年前
Evgenii Golubev 37df6117 Disable the compute shader path for lighting to avoid flickering 8 年前
Antti Tapaninen 101239a7 Merge branch 'master' into metal-ios 8 年前
Julien Ignace 27b86771 Added the possibility to override lighting with a user specified cubemap (this will be provided to both enlighten and the default reflection probe) 8 年前
GitHub 9ddfb2b4 Merge pull request #209 from EvgeniiG/master 8 年前
Evgenii Golubev d2bb5e35 Disable debug tile visualization 8 年前
Julien Ignace bdfcdce0 Added the possibility to export the currently rendered sky to a Texture2D and then to an EXR. 8 年前
Antti Tapaninen 2a7a5a1b explicitly handle square root of negative value scenario. Make sure the plane pair is identified as invalid. 8 年前
Evgenii Golubev ed990060 Merge from upstream 8 年前
Julien Ignace 2659e998 Missing files. 8 年前
Antti Tapaninen f4536331 Revert "HLSLcc: workaround NaN issue on iOS" 8 年前
Evgenii Golubev 452ad9de Perform manual validation of SSS profiles 8 年前
Julien Ignace 07204458 Fixed GI test scene 8 年前
runes 918c1797 Feature flags now also include material/gbuffer flags. 8 年前
Antti Tapaninen 336f484e Merge branch 'master' into metal-ios 8 年前
Evgenii Golubev 9d4c2988 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
GitHub cefbe63d Merge pull request #208 from Unity-Technologies/Branch_GammaTest 8 年前
Julien Ignace f088b77e Added a scene to test gamma (only basic case right now). 8 年前
Evgenii Golubev ce2f1033 Update the implementation of DiffuseGGX() 8 年前
GitHub 5ae8a937 Merge pull request #207 from Unity-Technologies/Branch_WindV1 8 年前
Evgenii Golubev 4a3775ed Achieve Fresnel parity between SSS and Standard materials (2) 8 年前
Julien Ignace 19ea7e56 Typo 8 年前
Evgenii Golubev daf47b27 Implement diffuse GGX 8 年前
Julien Ignace a58a777f Added first version of vertex wind and a corresponding test scene. 8 年前
Evgenii Golubev 7b5312b3 Achieve Fresnel parity between SSS and Standard materials 8 年前
GitHub ad277fc1 Merge pull request #206 from Unity-Technologies/Branch_FixNoSkyUpdate 8 年前
Evgenii Golubev f9ef74c7 Optimize the computation of the half vector 8 年前
Felipe Lira c063a880 Reduced amount of shader variants by optimizing away a few keywords. 8 年前
Antti Tapaninen a261aadf Merge branch 'master' into metal-ios 8 年前
Evgenii Golubev 7a72a9de Optimize the isotropic GGX BSDF (-8 cycles on GCN) 8 年前
Tim Cooper c30d33b8 [Format]Reformat via format.pl to match the new conventions 8 年前
GitHub 77b44a0b Merge pull request #205 from EvgeniiG/master 8 年前
Evgenii Golubev c8b71b62 Update the comment 8 年前
Evgenii Golubev 79a9ba87 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
Evgenii Golubev c2bb7894 Remove a warning 8 年前
Evgenii Golubev 2d450051 Update the submodule 8 年前
Antti Tapaninen 890606b0 HLSLcc: workaround NaN issue on iOS 8 年前
Evgenii Golubev ced19359 Make the SSS texturing mode a profile-local property 8 年前
Antti Tapaninen 0df1b41e Merge branch 'master' into metal-ios 8 年前
Evgenii Golubev c059e4d2 Use GBUFFER macros for the SSS pass 8 年前
GitHub 8cc48cd7 Merge pull request #204 from Unity-Technologies/metal-ios 8 年前
Evgenii Golubev c05830f9 Remove the default SSS profile 8 年前
Julien Ignace 4bb0fc26 - Fixed a bug where setting sky settings to none would not removed the sky. 8 年前
Felipe Lira 9f125a27 Added light sorting based on shadow, light types priorization and intensity. Effectively capping max vertex lights to 4 now. 8 年前