- RenderSingleCamera now has default setup as null.
- Removed unused code and made restricted a few interfaces/classes to internal/private.
- Fixed typo in MaterialHandles.ScreenSpaceShadow
* Updated Camera and Light inspector UI. MSAA tooltip on camera inspector now displays correctly. Made camera and light classes internal.
* Renamed camera and light editor classes.
* Added info boxes to camera editor and fixed tooltip text.
* updated release notes
* Update CHANGELOG.md
* RenderingData is now readonly.
* renderer is cleared up before calling setup. This way there's no need to an IRendererSetup call clear.
* Removed GC.Alloc from LWRP. The only remaining ones are due to the GetComponent bug.
Change functions from static to member.
* Added requires depth prepass to RenderingData. Moved CanCopyDepth to LWRP.
* Made static functions from ScriptableRenderer member functions
* Removed LightweightForwardPass. Added RenderObjectsWithError to renderer.
* Moved RenderPostProcess to renderer
* Added cullResults to RenderingData. Change ScriptableRenderPass and IRenderer interface.
* Moved rendering methods from Core to Renderer. Made LWRP class sealed.
* Changed camera sorting to use lambda.
* Run autoformat tool
* updated release notes
* Changed ScriptableRenderer functions that don't use class members to static.
* LWRP functions have to be static due to the ability to render a...
* Pack light subtractive mode in light position w component
* Use simpler light mapping delegate
* Rename attenuation test scene to avoid name collision
* Refactor GraphFunctions includes to per-pipeline
* Add Scene Color node
- And camera opaque requirements
- Returns 0s in HD
* Add Scene Depth node
* Rename GraphFunctions.hlsl > ShaderGraphFunctions.hlsl
* Update references to ShaderGraphFunctions.hlsl
* Fixed Unlit GI
* Added test for standard unlit shader
* Added release notes
* Add gizmo drawing into LWRP game view
* Add test script to scene
* updated release notes
* added test 053 to test list.
* Added test images.