Yao Xiaoling
7 年前
当前提交
cb671fbb
共有 463 个文件被更改,包括 832 次插入 和 454 次删除
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8.gitmodules
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10CHANGELOG.md
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2CHANGELOG.md.meta
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5ImageTemplates/FailStamp.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/001_SimpleCube.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/002_Camera_Clip.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/003_Camera_Ortho.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/004_Camera_TargetTexture.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/005_LitBakedEmission.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/006_LitShaderLightProbes.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/007_LitShaderMaps.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/008_LitShaderReflection.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/009_LightweightShading.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/010_MultiplePointLights.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/011_UnlitSprites.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/016_Lighting_Scene_Directional.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/017_Lighting_Scene_DirectionalBaked.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/018_Lighting_Scene_DirectionalBakedIndirect.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/019_Lighting_Scene_PointLights.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/020_Lighting_BasicDirectional.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/021_Lighting_BasicPoint.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/022_Lighting_BasicSpot.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/023_Lighting_Mixed.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/024_Shader_PBRvalidation_Specular.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/025_Shader_PBRvalidation_Metallic.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/026_Shader_PBRscene.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/027_PostProcessing.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/028_PostProcessing_Custom.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/029_Particles.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/031_Shader_GlossyEnvironmentSky.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/033_Shader_HighlightsEnvironmentGradientSH.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/034_Shader_HighlightsEnvironmentGradientBaked.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/035_Shader_TerrainShaders.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/036_Lighting_Scene_DirectionalBakedDirectional.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/037_Particles.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/038_Lighting_DirectionalCookie.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/039_Lighting_SpotCookie.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/040_UpgradeScene.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/041_Lighting_BasicArea.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/042_Lighting_Scene_VertexLighting.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/043_Lighting_Mixed_ShadowMask.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/044_ReflectionProbe.unity.png.meta
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32LICENSE.md
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2ScriptableRenderPipeline/Core/CoreRP/CoreResources/EncodeBC6H.compute
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2ScriptableRenderPipeline/Core/CoreRP/CoreResources/GPUCopy.compute
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2ScriptableRenderPipeline/Core/CoreRP/CoreResources/TexturePadding.compute
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51ScriptableRenderPipeline/Core/CoreRP/Editor/MaterialUpgrader.cs
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2ScriptableRenderPipeline/Core/CoreRP/Editor/Volume/Drawers/ColorParameterDrawer.cs
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39ScriptableRenderPipeline/Core/CoreRP/Editor/Volume/VolumeComponentListEditor.cs
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31ScriptableRenderPipeline/Core/CoreRP/Editor/Volume/VolumeEditor.cs
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15ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/D3D11.hlsl
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11ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLCore.hlsl
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1ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLES2.hlsl
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1ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLES3.hlsl
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15ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/Metal.hlsl
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15ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/PSSL.hlsl
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15ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/Vulkan.hlsl
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15ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/XBoxOne.hlsl
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134ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/BSDF.hlsl
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16ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl
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31ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/CommonMaterial.hlsl
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4ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/EntityLighting.hlsl
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7ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/GeometricTools.hlsl
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16ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/ImageBasedLighting.hlsl
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22ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Sampling/Sampling.hlsl
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6ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/SpaceFillingCurves.hlsl
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11ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/VolumeRendering.hlsl
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2ScriptableRenderPipeline/Core/CoreRP/Shadow/DebugDisplayShadowMap.shader
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2ScriptableRenderPipeline/Core/CoreRP/Shadow/ShadowBlurMoments.compute
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2ScriptableRenderPipeline/Core/CoreRP/Shadow/ShadowClear.shader
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2ScriptableRenderPipeline/Core/CoreRP/Textures/TextureCache.cs
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2ScriptableRenderPipeline/Core/CoreRP/Textures/DepthBits.cs.meta
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49ScriptableRenderPipeline/Core/CoreRP/Utilities/CoreUtils.cs
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5ScriptableRenderPipeline/Core/CoreRP/Volume/Volume.cs
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21ScriptableRenderPipeline/Core/CoreRP/Volume/VolumeComponent.cs
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39ScriptableRenderPipeline/Core/CoreRP/Volume/VolumeManager.cs
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32ScriptableRenderPipeline/Core/LICENSE.md
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70ScriptableRenderPipeline/HDRenderPipeline/CHANGELOG.md
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69ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugColorPicker.shader
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58ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.cs
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1ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.hlsl
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplayLatlong.shader
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3ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugFullScreen.shader
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewMaterialGBuffer.shader
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewTiles.shader
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15ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/LightingDebug.cs
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12ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/LightingDebug.cs.hlsl
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3ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/MaterialDebug.cs.hlsl
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3ScriptableRenderPipeline/HDRenderPipeline/HDRP/Decal/DecalProjectorComponent.cs
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27ScriptableRenderPipeline/HDRenderPipeline/HDRP/Decal/DecalSystem.cs
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8ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDAssetFactory.cs
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31ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/HDLightEditor.cs
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8ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/Reflection/HDReflectionProbeEditor.Handles.cs
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11ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/Reflection/HDReflectionProbeUI.Drawers.cs
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14ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/Reflection/PlanarReflectionProbeUI.Drawers.cs
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66ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Decal/DecalProjectorComponentEditor.cs
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/DiffusionProfile/DrawDiffusionProfile.shader
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**Unity Companion Package License v1.0 ("_License_")** |
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Copyright © 2017 Unity Technologies ApS ("**_Unity_**") |
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Unity hereby grants to you a worldwide, non-exclusive, no-charge, and royalty-free copyright license to reproduce, prepare derivative works of, publicly display, publicly perform, sublicense, and distribute the software that is made available with this License ("**_Software_**"), subject to the following terms and conditions: |
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1. *Unity Companion Use Only*. Exercise of the license granted herein is limited to exercise for the creation, use, and/or distribution of applications, software, or other content pursuant to a valid Unity development engine software license ("**_Engine License_**"). That means while use of the Software is not limited to use in the software licensed under the Engine License, the Software may not be used for any purpose other than the creation, use, and/or distribution of Engine License-dependent applications, software, or other content. No other exercise of the license granted herein is permitted. |
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1. *No Modification of Engine License*. Neither this License nor any exercise of the license granted herein modifies the Engine License in any way. |
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1. *Ownership & Grant Back to You*. |
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3.1. You own your content. In this License, "derivative works" means derivatives of the Software itself--works derived only from the Software by you under this License (for example, modifying the code of the Software itself to improve its efficacy); “derivative works” of the Software do not include, for example, games, apps, or content that you create using the Software. You keep all right, title, and interest to your own content. |
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3.2. Unity owns its content. While you keep all right, title, and interest to your own content per the above, as between Unity and you, Unity will own all right, title, and interest to all intellectual property rights (including patent, trademark, and copyright) in the Software and derivative works of the Software, and you hereby assign and agree to assign all such rights in those derivative works to Unity. |
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3.3. You have a license to those derivative works. Subject to this License, Unity grants to you the same worldwide, non-exclusive, no-charge, and royalty-free copyright license to derivative works of the Software you create as is granted to you for the Software under this License. |
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1. *Trademarks*. You are not granted any right or license under this License to use any trademarks, service marks, trade names, products names, or branding of Unity or its affiliates ("**_Trademarks_**"). Descriptive uses of Trademarks are permitted; see, for example, Unity’s Branding Usage Guidelines at [https://unity3d.com/public-relations/brand](https://unity3d.com/public-relations/brand). |
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1. *Notices & Third-Party Rights*. This License, including the copyright notice above, must be provided in all substantial portions of the Software and derivative works thereof (or, if that is impracticable, in any other location where such notices are customarily placed). Further, if the Software is accompanied by a Unity "third-party notices" or similar file, you acknowledge and agree that software identified in that file is governed by those separate license terms. |
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1. *DISCLAIMER, LIMITATION OF LIABILITY*. THE SOFTWARE AND ANY DERIVATIVE WORKS THEREOF IS PROVIDED ON AN "AS IS" BASIS, AND IS PROVIDED WITHOUT WARRANTY OF ANY KIND, WHETHER EXPRESS OR IMPLIED, INCLUDING ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, AND/OR NONINFRINGEMENT. IN NO EVENT SHALL ANY COPYRIGHT HOLDER OR AUTHOR BE LIABLE FOR ANY CLAIM, DAMAGES (WHETHER DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL, INCLUDING PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, LOSS OF USE, DATA, OR PROFITS, AND BUSINESS INTERRUPTION), OR OTHER LIABILITY WHATSOEVER, WHETHER IN AN ACTION OF CONTRACT, TORT, OR OTHERWISE, ARISING FROM OR OUT OF, OR IN CONNECTION WITH, THE SOFTWARE OR ANY DERIVATIVE WORKS THEREOF OR THE USE OF OR OTHER DEALINGS IN SAME, EVEN WHERE ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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1. *USE IS ACCEPTANCE and License Versions*. Your receipt and use of the Software constitutes your acceptance of this License and its terms and conditions. Software released by Unity under this License may be modified or updated and the License with it; upon any such modification or update, you will comply with the terms of the updated License for any use of any of the Software under the updated License. |
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1. *Use in Compliance with Law and Termination*. Your exercise of the license granted herein will at all times be in compliance with applicable law and will not infringe any proprietary rights (including intellectual property rights); this License will terminate immediately on any breach by you of this License. |
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Copyright © 2018 Unity Technologies ApS |
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1. *Severability*. If any provision of this License is held to be unenforceable or invalid, that provision will be enforced to the maximum extent possible and the other provisions will remain in full force and effect. |
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Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License). |
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1. *Governing Law and Venue*. This License is governed by and construed in accordance with the laws of Denmark, except for its conflict of laws rules; the United Nations Convention on Contracts for the International Sale of Goods will not apply. If you reside (or your principal place of business is) within the United States, you and Unity agree to submit to the personal and exclusive jurisdiction of and venue in the state and federal courts located in San Francisco County, California concerning any dispute arising out of this License ("**_Dispute_**"). If you reside (or your principal place of business is) outside the United States, you and Unity agree to submit to the personal and exclusive jurisdiction of and venue in the courts located in Copenhagen, Denmark concerning any Dispute. |
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Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions. |
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**Unity Companion Package License v1.0 ("_License_")** |
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Copyright © 2017 Unity Technologies ApS ("**_Unity_**") |
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Unity hereby grants to you a worldwide, non-exclusive, no-charge, and royalty-free copyright license to reproduce, prepare derivative works of, publicly display, publicly perform, sublicense, and distribute the software that is made available with this License ("**_Software_**"), subject to the following terms and conditions: |
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1. *Unity Companion Use Only*. Exercise of the license granted herein is limited to exercise for the creation, use, and/or distribution of applications, software, or other content pursuant to a valid Unity development engine software license ("**_Engine License_**"). That means while use of the Software is not limited to use in the software licensed under the Engine License, the Software may not be used for any purpose other than the creation, use, and/or distribution of Engine License-dependent applications, software, or other content. No other exercise of the license granted herein is permitted. |
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1. *No Modification of Engine License*. Neither this License nor any exercise of the license granted herein modifies the Engine License in any way. |
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1. *Ownership & Grant Back to You*. |
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3.1. You own your content. In this License, "derivative works" means derivatives of the Software itself--works derived only from the Software by you under this License (for example, modifying the code of the Software itself to improve its efficacy); “derivative works” of the Software do not include, for example, games, apps, or content that you create using the Software. You keep all right, title, and interest to your own content. |
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3.2. Unity owns its content. While you keep all right, title, and interest to your own content per the above, as between Unity and you, Unity will own all right, title, and interest to all intellectual property rights (including patent, trademark, and copyright) in the Software and derivative works of the Software, and you hereby assign and agree to assign all such rights in those derivative works to Unity. |
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3.3. You have a license to those derivative works. Subject to this License, Unity grants to you the same worldwide, non-exclusive, no-charge, and royalty-free copyright license to derivative works of the Software you create as is granted to you for the Software under this License. |
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1. *Trademarks*. You are not granted any right or license under this License to use any trademarks, service marks, trade names, products names, or branding of Unity or its affiliates ("**_Trademarks_**"). Descriptive uses of Trademarks are permitted; see, for example, Unity’s Branding Usage Guidelines at [https://unity3d.com/public-relations/brand](https://unity3d.com/public-relations/brand). |
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1. *Notices & Third-Party Rights*. This License, including the copyright notice above, must be provided in all substantial portions of the Software and derivative works thereof (or, if that is impracticable, in any other location where such notices are customarily placed). Further, if the Software is accompanied by a Unity "third-party notices" or similar file, you acknowledge and agree that software identified in that file is governed by those separate license terms. |
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1. *DISCLAIMER, LIMITATION OF LIABILITY*. THE SOFTWARE AND ANY DERIVATIVE WORKS THEREOF IS PROVIDED ON AN "AS IS" BASIS, AND IS PROVIDED WITHOUT WARRANTY OF ANY KIND, WHETHER EXPRESS OR IMPLIED, INCLUDING ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, AND/OR NONINFRINGEMENT. IN NO EVENT SHALL ANY COPYRIGHT HOLDER OR AUTHOR BE LIABLE FOR ANY CLAIM, DAMAGES (WHETHER DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL, INCLUDING PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, LOSS OF USE, DATA, OR PROFITS, AND BUSINESS INTERRUPTION), OR OTHER LIABILITY WHATSOEVER, WHETHER IN AN ACTION OF CONTRACT, TORT, OR OTHERWISE, ARISING FROM OR OUT OF, OR IN CONNECTION WITH, THE SOFTWARE OR ANY DERIVATIVE WORKS THEREOF OR THE USE OF OR OTHER DEALINGS IN SAME, EVEN WHERE ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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1. *USE IS ACCEPTANCE and License Versions*. Your receipt and use of the Software constitutes your acceptance of this License and its terms and conditions. Software released by Unity under this License may be modified or updated and the License with it; upon any such modification or update, you will comply with the terms of the updated License for any use of any of the Software under the updated License. |
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1. *Use in Compliance with Law and Termination*. Your exercise of the license granted herein will at all times be in compliance with applicable law and will not infringe any proprietary rights (including intellectual property rights); this License will terminate immediately on any breach by you of this License. |
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Render Pipeline Core copyright © 2018 Unity Technologies ApS |
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1. *Severability*. If any provision of this License is held to be unenforceable or invalid, that provision will be enforced to the maximum extent possible and the other provisions will remain in full force and effect. |
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Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License). |
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1. *Governing Law and Venue*. This License is governed by and construed in accordance with the laws of Denmark, except for its conflict of laws rules; the United Nations Convention on Contracts for the International Sale of Goods will not apply. If you reside (or your principal place of business is) within the United States, you and Unity agree to submit to the personal and exclusive jurisdiction of and venue in the state and federal courts located in San Francisco County, California concerning any dispute arising out of this License ("**_Dispute_**"). If you reside (or your principal place of business is) outside the United States, you and Unity agree to submit to the personal and exclusive jurisdiction of and venue in the courts located in Copenhagen, Denmark concerning any Dispute. |
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Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions. |
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All notable changes to this package will be documented in this file. |
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## [2018.2 undecided] |
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### Improvements |
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- Add stripper of shader variant when building a player. Save shader compile time. |
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- Disable per-object culling that was executed in C++ in HD whereas it was not used (Optimization) |
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- Enable texture streaming debugging (was not working before 2018.2) |
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### Changed, Removals and deprecations |
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- Removed GlobalLightLoopSettings.maxPlanarReflectionProbes and instead use value of GlobalLightLoopSettings.planarReflectionProbeCacheSize |
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## [2018.1 undecided] |
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### Improvements |
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- Configure the volumetric lighting code path to be on by default |
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- Trigger a build exception when trying to build an unsupported platform |
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- Introduce the VolumetricLightingController component, which can (and should) be placed on the camera, and allows one to control the near and the far plane of the V-Buffer (volumetric "froxel" buffer) along with the depth distribution (from logarithmic to linear) |
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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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### Changed, Removals and deprecations |
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- Remove Resource folder of PreIntegratedFGD and add the resource to RenderPipeline Asset |
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- Default number of planar reflection change from 4 to 2 |
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## [0.1.6] - 2018-xx-yy |
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### Bug fixes |
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- Fix ConvertPhysicalLightIntensityToLightIntensity() function used when creating light from script to match HDLightEditor behavior |
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- Fix numerical issues with the default value of mean free path of volumetric fog |
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- Fix the bug preventing decals from coexisting with density volumes |
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### Changelog starting |
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## [2018.1.0f2] |
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Started Changelog |
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### Improvements |
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- Screen Space Refraction projection model (Proxy raycasting, HiZ raymarching) |
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- Screen Space Refraction settings as volume component |
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- Added buffered frame history per camera |
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- Port Global Density Volumes to the Interpolation Volume System. |
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- Optimize ImportanceSampleLambert() to not require the tangent frame. |
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- Generalize SampleVBuffer() to handle different sampling and reconstruction methods. |
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- Improve the quality of volumetric lighting reprojection. |
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- Optimize Morton Order code in the Subsurface Scattering pass. |
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- Planar Reflection Probe support roughness (gaussian convolution of captured probe) |
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- Use an atlas instead of a texture array for cluster transparent decals |
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- Add a debug view to visualize the decal atlas |
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- Only store decal textures to atlas if decal is visible, debounce out of memory decal atlas warning. |
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- Add manipulator gizmo on decal to improve authoring workflow |
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- Add a minimal StackLit material (work in progress, this version can be used as template to add new material) |
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### Changed, Removals and deprecations |
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- EnableShadowMask in FrameSettings (But shadowMaskSupport still disable by default) |
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- Forced Planar Probe update modes to (Realtime, Every Update, Mirror Camera) |
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- Removed Planar Probe mirror plane position and normal fields in inspector, always display mirror plane and normal gizmos |
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- Screen Space Refraction proxy model uses the proxy of the first environment light (Reflection probe/Planar probe) or the sky |
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- Moved RTHandle static methods to RTHandles |
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- Renamed RTHandle to RTHandleSystem.RTHandle |
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- Move code for PreIntegratedFDG (Lit.shader) into its dedicated folder to be share with other material |
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- Move code for LTCArea (Lit.shader) into its dedicated folder to be share with other material |
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### Bug fixes |
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- Fix fog flags in scene view is now taken into account |
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- Fix sky in preview windows that were disappearing after a load of a new level |
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- Fix numerical issues in IntersectRayAABB(). |
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- Fix alpha blending of volumetric lighting with transparent objects. |
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- Fix the near plane of the V-Buffer causing out-of-bounds look-ups in the clustered data structure. |
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- Depth and color pyramid are properly computed and sampled when the camera renders inside a viewport of a RTHandle. |
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- Fix decal atlas debug view to work correctly when shadow atlas view is also enabled |
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## [2018.1.0b13] |
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