Sebastien Lagarde
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d43dde2d
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HDRenderPipeline: Change normal tetra 10:10+2 encoding to oct10:10+2 encoding
oct result is similar to tetra but is cheaper.
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8 年前 |
Evgenii Golubev
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1a8376bc
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Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
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8 年前 |
Evgenii Golubev
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4406b447
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Update the sphere light approximation
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8 年前 |
Evgenii Golubev
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f5110cd2
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Save 1 cycle
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8 年前 |
Evgenii Golubev
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55ddce82
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Fix hard clipping artifacts
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8 年前 |
Evgenii Golubev
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6c224d47
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Merge branch 'master'
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8 年前 |
Evgenii Golubev
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2a173afd
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Avoid a compiler warning
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8 年前 |
Evgenii Golubev
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ff7d6139
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Improve formatting
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8 年前 |
Evgenii Golubev
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c430aa46
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Tweak the area light approximation
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8 年前 |
Evgenii Golubev
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091d4389
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Make sure there is no energy loss when the light is entirely above the horizon
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8 年前 |
Evgenii Golubev
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bb60eead
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Update comments
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8 年前 |
Evgenii Golubev
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013ae3a2
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Clean up and optimize a bit
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8 年前 |
Evgenii Golubev
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4cdf5753
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Implement fake horizon clipping
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8 年前 |
Evgenii Golubev
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8fc77bcd
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Do the simplest thing possible
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8 年前 |
Evgenii Golubev
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4b648a68
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Add full horizon clipping
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8 年前 |
Julien Ignace
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9e2f0ea8
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- Cleaned Debugging component (not much left there...)
- Camera Switcher now uses the Debug Menu
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8 年前 |
Evgenii Golubev
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7d130a77
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Remove the case which acos() does not support
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8 年前 |
Julien Ignace
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25092737
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Simplified (hopefully) the way we display material and lighting debug modes.
Material/Engine/Attributes/GBuffer are now clearly separated in the UI.
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8 年前 |
Evgenii Golubev
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0ecd61d6
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Save 2 cycles
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8 年前 |
Julien Ignace
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4c8c57e2
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Fixed last commit for game view.
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8 年前 |
Evgenii Golubev
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2322ea2a
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Avoid a compiler warning
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8 年前 |
Julien Ignace
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9e0e6cb2
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Force a repaint of scene view when changing a value in the debug menu.
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8 年前 |
Evgenii Golubev
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6bf3cfb7
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Add a numerical fit for DiffuseSphereLightIrradiance()
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8 年前 |
Julien Ignace
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5708842d
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Fixed compilation after merge and small menu layout mistake.
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8 年前 |
Evgenii Golubev
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1fdb1555
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Update comments
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8 年前 |
Julien Ignace
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c31d6106
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Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_DebugMenu
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs
# Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.asset
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8 年前 |
Evgenii Golubev
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3b0e865d
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Fix the Mathematica code
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8 年前 |
Evgenii Golubev
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819753de
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Replace saturate() with a max() to work around a PS4 compiler bug
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8 年前 |
Evgenii Golubev
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018f4daf
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Optimize and add Mathematica notes
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8 年前 |
Evgenii Golubev
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58917ffe
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Eliminate artifacts at the boundary of the area light
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8 年前 |
Evgenii Golubev
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97db196f
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Simplify further
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8 年前 |
Evgenii Golubev
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2c75ceb4
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Use the greater-or-equal comparison (better behaved)
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8 年前 |
Evgenii Golubev
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03679129
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Redefine low thickness to be 2 mm
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8 年前 |
Evgenii Golubev
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2cfcae90
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Fix cookies and shadows not properly affecting transmission
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8 年前 |
Evgenii Golubev
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9644d0d6
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Further optimize DiffuseSphereLightIrradiance()
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8 年前 |
Evgenii Golubev
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25a85c71
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Revert the full horizon occlusion case
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8 年前 |
Evgenii Golubev
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524431e8
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Factor out common code
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8 年前 |
Evgenii Golubev
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655339b9
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Optimize branches a bit
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8 年前 |
Evgenii Golubev
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fc190f6e
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Add a comment regarding low thickness shadowing
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8 年前 |
Evgenii Golubev
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75a6f986
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Save 1 cycle
MAD with 2 intermediate constants on GCN is 2 instructions rather than 1.
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8 年前 |
Evgenii Golubev
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9282c42e
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Make transmission through thin objects account for shadowing
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8 年前 |
Evgenii Golubev
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42530415
|
Merge branch 'master'
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8 年前 |
Evgenii Golubev
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6122bd58
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Fix SSS profiles (integers) round tripping through the G-buffer
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8 年前 |
Evgenii Golubev
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05b6659e
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Save 4 cycles in DiffuseSphereLightIrradiance()
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8 年前 |
Evgenii Golubev
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52619347
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Update the HDRenderLoop test scene with the sphere light
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8 年前 |
Evgenii Golubev
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db01df22
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Implement the Frostbite version of sphere area lights
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8 年前 |
Evgenii Golubev
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e449b44b
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Improve code formatting
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8 年前 |
Evgenii Golubev
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7cc7dab2
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Avoid shading pixels behind rectangular lights
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8 年前 |
Evgenii Golubev
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6ac1b296
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Add a minor numerical improvement
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8 年前 |
Evgenii Golubev
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08f57027
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Enable the sphere light approximation
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8 年前 |