39 次代码提交 (batch_rendering)

作者 SHA1 备注 提交日期
Felipe Lira 870e00ba Refactored LowEndMobile pipeline to have constant nomeclature across all modules. Organized project strucuture for clearer reference. 8 年前
Felipe Lira f48ff264 Further renaming to keep consistency with documentation. 8 年前
Felipe Lira 2707e7d4 Fixed shadow cascades issues. Cascade selection now uses the split spheres as cascade selection. 8 年前
Felipe Lira fba67c86 Name refactors and conversion from tabs to spaces. 8 年前
Felipe Lira 998f6257 Added particles to lowend upgrader. 8 年前
Felipe Lira 9f125a27 Added light sorting based on shadow, light types priorization and intensity. Effectively capping max vertex lights to 4 now. 8 年前
Tim Cooper aa808e8d [UX]Add simple defaults to the LowEndPipe, migrate RenderPipeline.cs -> core unity branch. 8 年前
Tim Cooper 00aff75c [srp ux]Add default shader to the low end pipeline 8 年前
Felipe Lira 6f3e7b0a Refactored LD to Lightweight 8 年前
Felipe Lira d559f6f0 Added default materials to lightweight pipe. Changed shaders scene to add transparent, unlit and cutout. 8 年前
Felipe Lira 0f4a886b LightweightPipeline settings per light objects with StructuredBuffer. Right now for gles 2.0 we need an alternate solution. Added multiple point lights scene. 8 年前
Felipe Lira 94744828 Removed shadow sampling from loop, shadow bias taken from light, improved shadow algorithm 8 年前
Felipe Lira 8f9eef29 Added support to MSAA. 8 年前
Felipe Lira 7b4dc0f8 Added support for UI rendering in LightweightPipeline. 8 年前
Felipe Lira c22c1ee1 Added particles and line renderer materials 8 年前
Felipe Lira 9994f20c Added the new PostProcessing stack support. 7 年前
Felipe Lira c28f1752 Added attenuation procedural texture generation code and attenuation texture in shader. 7 年前
Felipe Lira 78a2ad28 Renamed LW shaders and changed the default to be the Physically Based one. 7 年前
Felipe Lira 5fe19f53 updated lightweight pipeline asset 7 年前
Felipe Lira 0b94697d Updated LightweightAsset with renderscale. 7 年前
Felipe Lira cced0898 Refactored light setup to not sort lights. Sorting at a global level would introduce light popping. 7 年前
Felipe Lira 413c2583 Added support to SoftParticles 7 年前
Felipe Lira a01c178c Enabled back support to vertex lighting 7 年前
Felipe Lira 792168b1 Reduced number of shader variations. 7 年前
Felipe Lira 8f6a326d Removed Attenuation texture dependency due to precision issues with an alpha8. Optimized attenuation function to use 1 MAD instruction for the smooth factor. 7 年前
Felipe Lira 4655c92c Fixed crash in pipeline startup due to missing resources. Removed fog computation from inner fragment shading loop. 7 年前
Felipe Lira d72cae5f Minor shader optimization 7 年前
Felipe Lira 28a20cf9 Small change to serialized property in lightweight asset. 7 年前
Felipe Lira bc18e113 First part of relatime shadows refactor. 7 年前
Felipe Lira 85558334 Default Resources are not serialised anymore in the LW pipeline asset. They come from resource asset and are also not exposed anymore. 7 年前
Felipe Lira 1f07c2da Updated scenes and templates to account for new shadow bias algorithm. 7 年前
Felipe Lira f30f7fa7 Fixed missing reference to resource file in lightweight asset. 7 年前
Felipe Lira 038a6561 updated lighweight pipeline asset and added versioning to it. 7 年前
Felipe Lira da986831 Updated pipeline asset to a new version. 7 年前
Tim Cooper 55238b57 Split resources into editor and runtime resources 7 年前
Felipe Lira 9d9d5435 Initial prototype. 7 年前
Aleksandr Kirillov 1f46d9ea Testing scene setup for simplified lighting (040). 7 年前
Felipe Lira 3bbb9197 Upgraded lightweight UI to have local shadow settings. Upgrader asset version. Stripping local shadows based on pipeline capabilities. 7 年前
Felipe Lira d426889d Added shader stripping settings for the pipeline. 7 年前