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Updated changelog and fixed comment.

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Felipe Lira 6 年前
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共有 2 个文件被更改,包括 3 次插入2 次删除
  1. 3
      com.unity.render-pipelines.lightweight/CHANGELOG.md
  2. 2
      com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/Shadows.hlsl

3
com.unity.render-pipelines.lightweight/CHANGELOG.md


- pipeline now uses XRSEttings.eyeTextureResolutionScale as renderScale when in XR
### Changed
- Reduced by 25% frame time in Mali Utgard arch in Overdraw benchmark scene by removing indexing in shadow code and avoiding division for orthographic projection.
- Optimized shadow rendering in Mali Utgard arch by removing indexing and avoid division on orthographic projections. Frame time reduce 25% on Overdraw benchmark.
- Removed 7x7 tent filtering when using cascades.
- Screenspace shadow resolve is not only done when rendering shadow cascades
### Fixed

2
com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/Shadows.hlsl


real SampleShadowmap(float4 shadowCoord, TEXTURE2D_SHADOW_ARGS(ShadowMap, sampler_ShadowMap), ShadowSamplingData samplingData, half shadowStrength, bool isPerspectiveProjection = true)
{
// Compiler will optimize this branch away as long as isPerspectiveProjection is known at runtime
// Compiler will optimize this branch away as long as isPerspectiveProjection is known at compile time
if (isPerspectiveProjection)
shadowCoord.xyz /= shadowCoord.w;

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