53 次代码提交 (LW-LightOptimizations)

作者 SHA1 备注 提交日期
Felipe Lira 1ee76480 Refactor on LW shader library to make it more user friendly. 7 年前
Felipe Lira d74fef81 refactored lightweight shader for simplicity. 7 年前
Felipe Lira 2b8e4ba4 Abstracted light attenuation and direction into Light struct. 7 年前
Felipe Lira 5c254929 Naming and organization on some of the shader library files to improve readability. 7 年前
Felipe Lira 0a150fd9 Minor changes and commets on Standard Surface shader. 7 年前
Felipe Lira 98b2b494 Fixed compiler errors in LW. 7 年前
Felipe Lira cfca3b82 Computing shadow coord in vertex when not using cascades. 7 年前
Felipe Lira db534016 shadowcoord is now using high precision 7 年前
Felipe Lira c925c4c7 Converted fragment functions to use InputData struct so we can update more easily ShaderGraph template. 7 年前
Felipe Lira 91e75b1e Updated LW to always use ScreenSpace shadowmap. This is a safe compromise until we can strip multi_compile keywords with a c# api. 7 年前
Joel de Vahl f3cd88c5 Started work on light optimizations for low tier mobiles 7 年前
Tim Cooper aeefe219 Merge branch 'master2' into LW-LightOptimizations 7 年前
Tim Cooper d6c78179 Disable a number of LW features to reduce combination pressure until we have proper keyword stripping. 7 年前
Tim Cooper 5c9658dd Strip shadows on / off keyword (pretend shadows are always on and use a 4x4 texture) 7 年前
Joel de Vahl 73b75a26 Make sure we get the correct lightmap decode parameters when in gamma mode 7 年前
Felipe Lira b5f02e43 Fixed subtractive mode 7 年前
Felipe Lira 4d2e62ba Minor improvement. 7 年前
Aleksandr Kirillov 98367910 Fixed SH being always evaluated per-pixel. 7 年前
Aleksandr Kirillov 1ad16cf5 Got rid of a dependent texture read when sampling a lightmap in LW SRP. 7 年前
Aleksandr Kirillov 0593af3c Updated LW PBR FWD pass template in shader graph. 7 年前
Aleksandr Kirillov 34c25f1b Merge branch 'master' into LowEndPerf 7 年前
Aleksandr Kirillov 8b7c571e Some shuffling around reduces frame time on older devices. 7 年前
Felipe Lira 5b48f6c3 Single Light Shader 7 年前
Felipe Lira 32da470b Fixed SH being always evaluated per-pixel. 7 年前
Felipe Lira 5f85fa58 Got rid of a dependent texture read when sampling a lightmap in LW SRP. 7 年前
John Parsaie c3fb2167 Colored AO 7 年前
Felipe Lira 1bbfe054 Computes part of the BRDF normalization out of the light loop. 7 年前
Felipe Lira b6052e8e further optimized BRDF function by fitting normalization term into a MAD and computing roughness² - 1.0h outside the light loop. 7 年前
Felipe Lira a53eff3d Considered MainLight as always a directional light. This enables the following optimation: (and potentially more) 7 年前
Felipe Lira 7597374d Split directional and local light shadow maps. 7 年前
Felipe Lira fe8ef8dc Optimized light indexing to use conditional moves instead of dynamic indexing the constant. 7 年前
Felipe Lira 577f4336 fixed error in shadow sampling of local lights. 7 年前
Felipe Lira a0c08eaf Further simplifications for the main directional fast path 7 年前
Felipe Lira 5a8e42e7 Added support to up to 4 shadow casting lights in the base pass 7 年前
Felipe Lira b1944d59 Cast shadows prop removed, we use shadow strenght instead. Reverted changes that removed light type from w position component. We might want it to be generic in case people want to use other shaders with LW. 7 年前
Felipe Lira 66f3ec92 Added support to ComputeBuffer for non mobile and non WebGL platforms. 7 年前
Felipe Lira ae197d2f Removed unused shader define 7 年前
Felipe Lira bf164955 Fixed some issues with multiple shadow casting lights. 7 年前
Felipe Lira 3550c0cf fixed wrong light shadow indexing in PBS shader 7 年前
Felipe Lira 7ce624ff fixed light indexing 7 年前
Felipe Lira 53d049a2 Checked compiled shaders and updated code for simplicity and consistency. 7 年前
Felipe Lira 5bdadbbe Addressed PR's comments. 7 年前
Felipe Lira 89c899a1 Fixed newline endings in the files touched by this PR. 7 年前
Felipe Lira 13eff945 Fixed GI in unlit shader. Removed SampleGI function overloads as it's error prone due to implicit truncation. 7 年前
Felipe Lira 59a13656 Fixed GI in unlit shader. Removed SampleGI function overloads as it's error prone due to implicit truncation. 7 年前
Felipe Lira 2a043f5d Fixed occlusion strength. All LWRP shaders are defined with target model 2.0. 7 年前
Felipe Lira 164ce034 Fog is now computed outside the simple lighting function. 6 年前
egomeh ba0b9874 Remove quadFalloff part of distance attenuation 6 年前
egomeh 8ef0ee06 Combine distance and spot attenuation into a single uniform 6 年前
egomeh a37c0592 PR review changes 6 年前
egomeh 86c74f90 Remove unused function and improve lightbaking delegate 6 年前
egomeh e91dfb63 Change light smoothing factor in lightweight renderpipeline to match lightmapper 6 年前
GitHub 56538cc3 Removed unused light cookied code. (#1917) 6 年前