浏览代码
Merge branch 'master' into hdrpcleanup
Merge branch 'master' into hdrpcleanup
# Conflicts: # com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDPBRPass.template # com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDPBRSubShader.cs # com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitPassForward.template # com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitSubShader.cs/main
Chris Tchou
7 年前
当前提交
6408007a
共有 252 个文件被更改,包括 1225 次插入 和 820 次删除
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61TestProjects/GraphicsTests/Packages/manifest.json
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49TestProjects/LWGraphicsTest/Packages/manifest.json
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57TestProjects/ShaderGraph/Packages/manifest.json
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13com.unity.render-pipelines.core/CoreRP/Debugging/MousePositionDebug.cs
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210com.unity.render-pipelines.core/CoreRP/Editor/CoreEditorUtils.cs
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4com.unity.render-pipelines.core/CoreRP/Editor/Debugging/DebugWindow.cs
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5com.unity.render-pipelines.core/CoreRP/Editor/ShaderGenerator/ShaderTypeGeneration.cs
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44com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/D3D11.hlsl
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23com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/GLCore.hlsl
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2com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/GLES2.hlsl
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23com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/GLES3.hlsl
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41com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/Metal.hlsl
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44com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/PSSL.hlsl
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44com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/Switch.hlsl
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44com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/Vulkan.hlsl
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44com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/XBoxOne.hlsl
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2com.unity.render-pipelines.core/CoreRP/ShaderLibrary/Common.hlsl
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5com.unity.render-pipelines.core/CoreRP/ShaderLibrary/CommonMaterial.hlsl
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46com.unity.render-pipelines.high-definition/CHANGELOG.md
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5com.unity.render-pipelines.high-definition/HDRP/Debug/ColorPickerDebug.cs
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54com.unity.render-pipelines.high-definition/HDRP/Debug/DebugColorPicker.shader
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38com.unity.render-pipelines.high-definition/HDRP/Debug/DebugDisplay.cs
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3com.unity.render-pipelines.high-definition/HDRP/Debug/DebugDisplay.hlsl
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1com.unity.render-pipelines.high-definition/HDRP/Debug/DebugViewMaterialGBuffer.shader
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1com.unity.render-pipelines.high-definition/HDRP/Debug/DebugViewTiles.shader
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1com.unity.render-pipelines.high-definition/HDRP/Debug/LightingDebug.cs
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9com.unity.render-pipelines.high-definition/HDRP/Debug/LightingDebug.cs.hlsl
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2com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/HDLightEditor.Styles.cs
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5com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/PlanarReflectionProbeUI.Drawers.cs
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18com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/ReflectionMenuItem.cs
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4com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/SerializedPlanarReflectionProbe.cs
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3com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Decal/DecalProjectorComponentEditor.cs
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25com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Decal/DecalUI.cs
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9com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDPBRPass.template
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25com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDSubShaderUtilities.cs
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8com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitPassForward.template
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2com.unity.render-pipelines.high-definition/HDRP/Editor/BuildProcessors/HDRPreprocessShaders.cs.meta
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107com.unity.render-pipelines.high-definition/HDRP/Editor/BuildProcessors/HDRPreprocessShaders.cs
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2com.unity.render-pipelines.high-definition/HDRP/Editor/BuildProcessors/HDRPPreprocessBuild.cs.meta
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2com.unity.render-pipelines.high-definition/HDRP/Editor/BuildProcessors/HDRPPreprocessBuild.cs
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2com.unity.render-pipelines.high-definition/HDRP/Editor/AssetProcessors/NormalMapAverageLengthTexturePostprocessor.cs.meta
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21com.unity.render-pipelines.high-definition/HDRP/HDRenderPipelineAsset.asset
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24com.unity.render-pipelines.high-definition/HDRP/Lighting/DeferredDirectionalShadow.compute
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8com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/LightLoop.cs
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4com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DBufferManager.cs
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15com.unity.render-pipelines.high-definition/HDRP/Material/Decal/Decal.cs
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1com.unity.render-pipelines.high-definition/HDRP/Material/Decal/Decal.cs.hlsl
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32com.unity.render-pipelines.high-definition/HDRP/Material/Decal/Decal.shader
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43com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DecalData.hlsl
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1com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DecalProperties.hlsl
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24com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DecalUtilities.hlsl
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12com.unity.render-pipelines.high-definition/HDRP/Material/Decal/ShaderPass/DecalSharePass.hlsl
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17com.unity.render-pipelines.high-definition/HDRP/Material/LayeredLit/LayeredLit.shader
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2com.unity.render-pipelines.high-definition/HDRP/Material/LayeredLit/LayeredLitData.hlsl
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17com.unity.render-pipelines.high-definition/HDRP/Material/LayeredLit/LayeredLitTessellation.shader
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133com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.hlsl
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17com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.shader
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2com.unity.render-pipelines.high-definition/HDRP/Material/Lit/LitBuiltinData.hlsl
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17com.unity.render-pipelines.high-definition/HDRP/Material/Lit/LitTessellation.shader
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2com.unity.render-pipelines.high-definition/HDRP/Material/Lit/ShaderPass/LitDepthPass.hlsl
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2com.unity.render-pipelines.high-definition/HDRP/Material/Lit/ShaderPass/LitDistortionPass.hlsl
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2com.unity.render-pipelines.high-definition/HDRP/Material/Lit/ShaderPass/LitSharePass.hlsl
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2com.unity.render-pipelines.high-definition/HDRP/Material/Lit/ShaderPass/LitVelocityPass.hlsl
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2com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/ShaderPass/StackLitDepthPass.hlsl
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2com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/ShaderPass/StackLitDistortionPass.hlsl
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2com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/ShaderPass/StackLitSharePass.hlsl
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54com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.hlsl
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30com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.shader
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2com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLitData.hlsl
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4com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLitProperties.hlsl
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4com.unity.render-pipelines.high-definition/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.hlsl
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2com.unity.render-pipelines.high-definition/HDRP/Material/Unlit/ShaderPass/UnlitDepthPass.hlsl
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2com.unity.render-pipelines.high-definition/HDRP/Material/Unlit/ShaderPass/UnlitDistortionPass.hlsl
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2com.unity.render-pipelines.high-definition/HDRP/Material/Unlit/ShaderPass/UnlitSharePass.hlsl
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2com.unity.render-pipelines.high-definition/HDRP/Material/Unlit/Unlit.hlsl
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7com.unity.render-pipelines.high-definition/HDRP/Material/Unlit/Unlit.shader
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10com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/CameraMotionVectors.shader
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1com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/DefaultHDDecalMaterial.mat
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1com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/DefaultHDMaterial.mat
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1com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/DefaultHDMirrorMaterial.mat
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2com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/DepthPyramid.compute
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3com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPass.cs
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3com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPass.cs.hlsl
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30com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassDBuffer.hlsl
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15com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassDepthOnly.hlsl
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2com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassForward.hlsl
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2com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassForwardUnlit.hlsl
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2com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassGBuffer.hlsl
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2com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassLightTransport.hlsl
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165com.unity.render-pipelines.lightweight/CHANGELOG.md
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2com.unity.render-pipelines.lightweight/LWRP/Data/LightweightPipelineAsset.cs
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58com.unity.render-pipelines.lightweight/LWRP/Editor/LightweightLightEditor.cs
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12com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGraph/LightWeightPBRSubShader.cs
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12com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGraph/LightWeightUnlitSubShader.cs
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14com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGraph/lightweightPBRExtraPasses.template
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13com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGraph/lightweightPBRForwardPass.template
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14com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGraph/lightweightUnlitExtraPasses.template
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13com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGraph/lightweightUnlitPass.template
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38com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderPreprocessor.cs
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30com.unity.render-pipelines.lightweight/LWRP/LightweightForwardRenderer.cs
|
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{ |
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"dependencies": { |
|||
"com.unity.postprocessing": "file:../../../com.unity.postprocessing", |
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"com.unity.render-pipelines.core": "file:../../../com.unity.render-pipelines.core", |
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"com.unity.shadergraph": "file:../../../com.unity.shadergraph", |
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"com.unity.render-pipelines.high-definition": "file:../../../com.unity.render-pipelines.high-definition", |
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"com.unity.render-pipelines.lightweight": "file:../../../com.unity.render-pipelines.lightweight" |
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}, |
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"testables": [ |
|||
"com.unity.render-pipelines.core", |
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"com.unity.render-pipelines.high-definition", |
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"com.unity.render-pipelines.lightweight" |
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"dependencies": { |
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"com.unity.ads": "2.0.8", |
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"com.unity.analytics": "2.0.16", |
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"com.unity.package-manager-ui": "2.0.0-preview.2", |
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"com.unity.postprocessing": "file:../../../com.unity.postprocessing", |
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"com.unity.purchasing": "2.0.1", |
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"com.unity.render-pipelines.core": "file:../../../com.unity.render-pipelines.core", |
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"com.unity.render-pipelines.lightweight": "file:../../../com.unity.render-pipelines.lightweight", |
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"com.unity.shadergraph": "file:../../../com.unity.shadergraph", |
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"com.unity.standardevents": "1.0.13", |
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"com.unity.textmeshpro": "1.2.1", |
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"com.unity.modules.ai": "1.0.0", |
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"com.unity.modules.animation": "1.0.0", |
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"com.unity.modules.assetbundle": "1.0.0", |
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"com.unity.modules.audio": "1.0.0", |
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"com.unity.modules.cloth": "1.0.0", |
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"com.unity.modules.director": "1.0.0", |
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"com.unity.modules.imageconversion": "1.0.0", |
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"com.unity.modules.imgui": "1.0.0", |
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"com.unity.modules.jsonserialize": "1.0.0", |
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"com.unity.modules.particlesystem": "1.0.0", |
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"com.unity.modules.physics": "1.0.0", |
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"com.unity.modules.physics2d": "1.0.0", |
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"com.unity.modules.screencapture": "1.0.0", |
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"com.unity.modules.terrain": "1.0.0", |
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"com.unity.modules.terrainphysics": "1.0.0", |
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"com.unity.modules.tilemap": "1.0.0", |
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"com.unity.modules.ui": "1.0.0", |
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"com.unity.modules.uielements": "1.0.0", |
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"com.unity.modules.umbra": "1.0.0", |
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"com.unity.modules.unityanalytics": "1.0.0", |
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"com.unity.modules.unitywebrequest": "1.0.0", |
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"com.unity.modules.unitywebrequestassetbundle": "1.0.0", |
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"com.unity.modules.unitywebrequestaudio": "1.0.0", |
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"com.unity.modules.unitywebrequesttexture": "1.0.0", |
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"com.unity.modules.unitywebrequestwww": "1.0.0", |
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"com.unity.modules.vehicles": "1.0.0", |
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"com.unity.modules.video": "1.0.0", |
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"com.unity.modules.vr": "1.0.0", |
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"com.unity.modules.wind": "1.0.0", |
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"com.unity.modules.xr": "1.0.0" |
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}, |
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"testables": [ |
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"com.unity.render-pipelines.core", |
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"com.unity.render-pipelines.high-definition", |
|||
"com.unity.render-pipelines.lightweight" |
|||
] |
|||
} |
|
|||
{ |
|||
"dependencies": { |
|||
"com.unity.postprocessing": "file:../../../../com.unity.postprocessing", |
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"com.unity.render-pipelines.core": "file:../../../../com.unity.render-pipelines.core", |
|||
"com.unity.shadergraph": "file:../../../../com.unity.shadergraph", |
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"com.unity.render-pipelines.lightweight": "file:../../../../com.unity.render-pipelines.lightweight" |
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} |
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"dependencies": { |
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"com.unity.ads": "2.0.8", |
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"com.unity.analytics": "2.0.16", |
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"com.unity.collab-proxy": "1.2.4-preview", |
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"com.unity.package-manager-ui": "2.0.0-preview.2", |
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"com.unity.postprocessing": "file:../../../com.unity.postprocessing", |
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"com.unity.purchasing": "2.0.1", |
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"com.unity.render-pipelines.core": "file:../../../com.unity.render-pipelines.core", |
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"com.unity.render-pipelines.lightweight": "file:../../../com.unity.render-pipelines.lightweight", |
|||
"com.unity.shadergraph": "file:../../../com.unity.shadergraph", |
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"com.unity.standardevents": "1.0.13", |
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"com.unity.textmeshpro": "1.2.1", |
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"com.unity.modules.ai": "1.0.0", |
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"com.unity.modules.animation": "1.0.0", |
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"com.unity.modules.assetbundle": "1.0.0", |
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"com.unity.modules.audio": "1.0.0", |
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"com.unity.modules.cloth": "1.0.0", |
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"com.unity.modules.director": "1.0.0", |
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"com.unity.modules.imageconversion": "1.0.0", |
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"com.unity.modules.imgui": "1.0.0", |
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"com.unity.modules.jsonserialize": "1.0.0", |
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"com.unity.modules.particlesystem": "1.0.0", |
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"com.unity.modules.physics": "1.0.0", |
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"com.unity.modules.physics2d": "1.0.0", |
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"com.unity.modules.screencapture": "1.0.0", |
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"com.unity.modules.terrain": "1.0.0", |
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"com.unity.modules.terrainphysics": "1.0.0", |
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"com.unity.modules.tilemap": "1.0.0", |
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"com.unity.modules.ui": "1.0.0", |
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"com.unity.modules.uielements": "1.0.0", |
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"com.unity.modules.umbra": "1.0.0", |
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"com.unity.modules.unityanalytics": "1.0.0", |
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"com.unity.modules.unitywebrequest": "1.0.0", |
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"com.unity.modules.unitywebrequestassetbundle": "1.0.0", |
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"com.unity.modules.unitywebrequestaudio": "1.0.0", |
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"com.unity.modules.unitywebrequesttexture": "1.0.0", |
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"com.unity.modules.unitywebrequestwww": "1.0.0", |
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"com.unity.modules.vehicles": "1.0.0", |
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"com.unity.modules.video": "1.0.0", |
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"com.unity.modules.vr": "1.0.0", |
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"com.unity.modules.wind": "1.0.0", |
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"com.unity.modules.xr": "1.0.0" |
|||
} |
|||
} |
|
|||
{ |
|||
"dependencies": { |
|||
"com.unity.postprocessing": "file:../../../com.unity.postprocessing", |
|||
"com.unity.render-pipelines.core": "file:../../../com.unity.render-pipelines.core", |
|||
"com.unity.shadergraph": "file:../../../com.unity.shadergraph", |
|||
"com.unity.render-pipelines.high-definition": "file:../../../com.unity.render-pipelines.high-definition", |
|||
"com.unity.render-pipelines.lightweight": "file:../../../com.unity.render-pipelines.lightweight" |
|||
}, |
|||
"testables": [ |
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"com.unity.render-pipelines.shadergraph" |
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] |
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"dependencies": { |
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"com.unity.ads": "2.0.8", |
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"com.unity.analytics": "2.0.16", |
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"com.unity.collab-proxy": "1.2.4-preview", |
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"com.unity.package-manager-ui": "2.0.0-preview.2", |
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"com.unity.postprocessing": "file:../../../com.unity.postprocessing", |
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"com.unity.purchasing": "2.0.1", |
|||
"com.unity.render-pipelines.core": "file:../../../com.unity.render-pipelines.core", |
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"com.unity.render-pipelines.high-definition": "file:../../../com.unity.render-pipelines.high-definition", |
|||
"com.unity.render-pipelines.lightweight": "file:../../../com.unity.render-pipelines.lightweight", |
|||
"com.unity.shadergraph": "file:../../../com.unity.shadergraph", |
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"com.unity.standardevents": "1.0.13", |
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"com.unity.textmeshpro": "1.2.1", |
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"com.unity.modules.ai": "1.0.0", |
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"com.unity.modules.animation": "1.0.0", |
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"com.unity.modules.assetbundle": "1.0.0", |
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"com.unity.modules.audio": "1.0.0", |
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"com.unity.modules.cloth": "1.0.0", |
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"com.unity.modules.director": "1.0.0", |
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"com.unity.modules.imageconversion": "1.0.0", |
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"com.unity.modules.imgui": "1.0.0", |
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"com.unity.modules.jsonserialize": "1.0.0", |
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"com.unity.modules.particlesystem": "1.0.0", |
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"com.unity.modules.physics": "1.0.0", |
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"com.unity.modules.physics2d": "1.0.0", |
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"com.unity.modules.screencapture": "1.0.0", |
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"com.unity.modules.terrain": "1.0.0", |
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"com.unity.modules.terrainphysics": "1.0.0", |
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"com.unity.modules.tilemap": "1.0.0", |
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"com.unity.modules.ui": "1.0.0", |
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"com.unity.modules.uielements": "1.0.0", |
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"com.unity.modules.umbra": "1.0.0", |
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"com.unity.modules.unityanalytics": "1.0.0", |
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"com.unity.modules.unitywebrequest": "1.0.0", |
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"com.unity.modules.unitywebrequestassetbundle": "1.0.0", |
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"com.unity.modules.unitywebrequestaudio": "1.0.0", |
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"com.unity.modules.unitywebrequesttexture": "1.0.0", |
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"com.unity.modules.unitywebrequestwww": "1.0.0", |
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"com.unity.modules.vehicles": "1.0.0", |
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"com.unity.modules.video": "1.0.0", |
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"com.unity.modules.vr": "1.0.0", |
|||
"com.unity.modules.wind": "1.0.0", |
|||
"com.unity.modules.xr": "1.0.0" |
|||
}, |
|||
"testables": [ |
|||
"com.unity.render-pipelines.shadergraph" |
|||
] |
|||
} |
|
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# Changelog |
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All notable changes to this package will be documented in this file. |
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|
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The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) |
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and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). |
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|
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## [Unreleased] |
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### Fixed |
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- Occlusion strength not being applied on LW standard shaders |
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- CopyDepth pass is being called even when a depth from prepass is available |
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- GLES2 shader compiler error in IntegrationTests |
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- Can't set RenderScale and ShadowDistance by script |
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|
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## [2.0.1-preview] |
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|
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### Fixed |
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- VR Single Pass Instancing shadows |
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|
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## [2.0.0-preview] |
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|
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### Added |
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- Explicit render target load/store actions were added to improve tile utilization |
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- Camera opaque color can be requested on the pipeline asset. It can be accessed in the shader by defining a _CameraOpaqueTexture. This can be used as an alternative to GrabPass. |
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- Dynamic Batching can be enabled in the pipeline asset |
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- Pipeline now strips unused or invalid variants and passes based on selected pipeline capabilities in the asset. This reduces build and memory consuption on target. |
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- Shader stripping settings were added to pipeline asset |
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|
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### Changed |
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#### Pipeline |
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- Pipeline code is now more modular and extensible. A ForwardRenderer class is initialized by the pipeline with RenderingData and it's responsible for enqueueing and executing passes. In the future pluggable renderers will be supported. |
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- On mobile 1 directional light + up to 4 local lights (point or spot) are computed |
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- On other platforms 1 directional light + up to 8 local lights are computed |
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- Multiple shadow casting lights are supported. Currently only 1 directional + 4 spots light shadows. |
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#### Shading Framework |
|||
- Directional Lights are always considered a main light in shader. They have a fast shading path with no branching and no indexing. |
|||
- GetMainLight() is provided in shader to initialize Light struct with main light shading data. |
|||
- Directional lights have a dedicated shadowmap for performance reasons. Shadow coord always comes from interpolator. |
|||
- MainLigthRealtimeShadowAttenuation(float4 shadowCoord) is provided to compute main light realtime shadows. |
|||
- Spot and Point lights are always shaded in the light loop. Branching on uniform and indexing happens when shading them. |
|||
- GetLight(half index, float3 positionWS) is provided in shader to initialize Light struct for spot and point lights. |
|||
- Spot light shadows are baked into a single shadow atlas. |
|||
- Shadow coord for spot lights is always computed on fragment. |
|||
- Use LocalLightShadowAttenuation(int lightIndex, float3 positionWS) to comppute realtime shadows for spot lights. |
|||
|
|||
### Fixed |
|||
- Issue that was causing VR on Android to render black |
|||
- Camera viewport issues |
|||
- UWP build issues |
|||
- Prevent nested camera rendering in the pipeline |
|||
### Improvements |
|||
|
|||
### Added |
|||
|
|||
### Bugfixes |
|||
- Fixed SRP Shader library issue that was causing all constants to be highp in mobile |
|||
- Fixed shader error that prevented LWRP to build to UWP |
|||
- Fixed shader compilation errors in Linux due to case sensitive includes |
|||
- Fixed Rendering Texture flipping issue |
|||
- Fixed Standard Particles shader cutout and blending modes |
|||
- Fixed crash caused by using projectors |
|||
- Fixed issue that was causing Shadow Strength to not be computed on mobile |
|||
- Fixed Material Upgrader issue that caused editor to SoftLocks |
|||
- Fixed GI in Unlit shader |
|||
- Fixed null reference in the Unlit material shader GUI |
|||
|
|||
### Fixed |
|||
- SRP Shader library issue that was causing all constants to be highp in mobile |
|||
- shader error that prevented LWRP to build to UWP |
|||
- shader compilation errors in Linux due to case sensitive includes |
|||
- Rendering Texture flipping issue |
|||
- Standard Particles shader cutout and blending modes |
|||
- crash caused by using projectors |
|||
- issue that was causing Shadow Strength to not be computed on mobile |
|||
- Material Upgrader issue that caused editor to SoftLocks |
|||
- GI in Unlit shader |
|||
- Null reference in the Unlit material shader GUI |
|||
### Improvements |
|||
|
|||
### Changed |
|||
|
|||
### Bugfixes |
|||
- Fixed shadows on GLES 2.0 |
|||
- Fixed CPU performance regression in shadow rendering |
|||
- Fixed alpha clip shadow issues |
|||
- Fixed unmatched command buffer error message |
|||
- Fixed null reference exception caused by missing resource in LWRP |
|||
- Fixed issue that was causing Camera clear flags was being ignored in mobile |
|||
|
|||
### Fixed |
|||
- Shadows on GLES 2.0 |
|||
- CPU performance regression in shadow rendering |
|||
- Alpha clip shadow issues |
|||
- Unmatched command buffer error message |
|||
- Null reference exception caused by missing resource in LWRP |
|||
- Issue that was causing Camera clear flags was being ignored in mobile |
|||
|
|||
### Improvements |
|||
|
|||
### Added |
|||
- Shadowmap uses 16bit format instead of 32bit. |
|||
|
|||
### Changed |
|||
- Shadowmap uses 16bit format instead of 32bit. |
|||
### Bugfixes |
|||
- Fixed Subtractive Mode |
|||
### Fixed |
|||
- Subtractive Mode |
|||
|
|||
### Improvements |
|||
- Refactored lightweight standard shaders and shader library to improve ease of use. |
|||
|
|||
### Added |
|||
- HDR RT now uses what format is configured in Tier settings. |
|||
- Optimized tile LOAD op on mobile. |
|||
|
|||
### Changed |
|||
- HDR RT now uses what format is configured in Tier settings. |
|||
- Refactored lightweight standard shaders and shader library to improve ease of use. |
|||
- Optimized tile LOAD op on mobile. |
|||
|
|||
### Bugfixes |
|||
- Fixed realtime shadows on OpenGL |
|||
- Fixed shader compiler errors in GLES 2.0 |
|||
- Fixed issue sorting issues when BeforeTransparent custom fx was enabled. |
|||
- Fixed VR single pass rendering. |
|||
- Fixed viewport rendering issues when rendering to backbuffer. |
|||
- Fixed viewport rendering issues when rendering to with MSAA turned off. |
|||
- Fixed multi-camera rendering. |
|||
|
|||
### Fixed |
|||
- Realtime shadows on OpenGL |
|||
- Shader compiler errors in GLES 2.0 |
|||
- Issue sorting issues when BeforeTransparent custom fx was enabled. |
|||
- VR single pass rendering. |
|||
- Viewport rendering issues when rendering to backbuffer. |
|||
- Viewport rendering issues when rendering to with MSAA turned off. |
|||
- Multi-camera rendering. |
|||
### Improvements |
|||
- Shaders ported to the new SRP shader library. |
|||
- Constant Buffer Refactor to use new Batcher |
|||
|
|||
### Added |
|||
- UI Improvements (Rendering features not supported by LW are hidden) |
|||
|
|||
### Changed |
|||
- Shaders were ported to the new SRP shader library. |
|||
- Constant Buffer refactor to use new Batcher |
|||
- UI Improvements (Rendering features not supported by LW are hidden) |
|||
|
|||
### Bugfixes |
|||
|
|||
### Fixed |
|||
### Improvements |
|||
- Realtime shadow filtering was improved. |
|||
|
|||
### Added |
|||
### Bugfixes |
|||
### Changed |
|||
- Realtime shadow filtering was improved. |
|||
|
|||
### Fixed |
|||
|
|||
|
|||
|
|||
|
|||
|
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