Felipe Lira
|
e42f8f63
|
Renamed and refactored shadowpass to improve readability
|
7 年前 |
Felipe Lira
|
a05bc76c
|
Remover near plane offset configuration from pipeline asset. We use the configuration set in the light itself.
|
7 年前 |
Felipe Lira
|
c2267f06
|
Moved shadow related code from LightweightPipeline.cs into a proper shadow pass class
|
7 年前 |
Felipe Lira
|
b026c884
|
excluding world pos interpolater after merge
|
7 年前 |
Felipe Lira
|
de8adb82
|
Merge branch 'LWRP' into lw/multipass
# Conflicts:
# ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
# ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLit.hlsl
# ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl
# ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl.meta
# ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader
|
7 年前 |
Aleksandr Kirillov
|
be56a0c2
|
Fixed spotlights in LW PBR.
|
7 年前 |
GitHub
|
5e57070a
|
Merge pull request #1134 from Unity-Technologies/lw/fix_shadergraph
Shadergraph fix for LW PBR template
|
7 年前 |
Frédéric Vauchelles
|
04e13257
|
Added TileLayout utilities
|
7 年前 |
Aleksandr Kirillov
|
fa774db9
|
Refactored some leftovers missed in the previous refactor. (SampleSpecularGloss)
|
7 年前 |
Frédéric Vauchelles
|
6a09cec1
|
Restored sky lighting override mask
|
7 年前 |
GitHub
|
b357f4bf
|
Merge pull request #1137 from Unity-Technologies/feature/PyramidBuffer
Pyramid buffer viewport support
|
7 年前 |
Aleksandr Kirillov
|
9af33ea3
|
Merge branch 'LWRP' into lw/fix_shadergraph
# Conflicts:
# ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader
|
7 年前 |
Frédéric Vauchelles
|
d07a7129
|
Added changelog
|
7 年前 |
Aleksandr Kirillov
|
c856eeed
|
Fixed broken shadergraph LW PBR shader template.
|
7 年前 |
GitHub
|
81d0b3df
|
Merge pull request #1130 from Unity-Technologies/lw/common_refactor
Refactored the LWRP common code to not depend on...
|
7 年前 |
Frédéric Vauchelles
|
ad93368d
|
Fixed color pyramid buffer
|
7 年前 |
Felipe Lira
|
421fd93d
|
Fix for the unmatching command buffer message
|
7 年前 |
Frédéric Vauchelles
|
05aa3232
|
Removed useless kernels
|
7 年前 |
Julien Ignace
|
a851ac6e
|
Hide debug exposure entry when no related debug mode is enabled.
|
7 年前 |
GitHub
|
7f7b6cd3
|
Merge pull request #1118 from Unity-Technologies/lw/bugfixes
Lw/bugfixes
|
7 年前 |
Frédéric Vauchelles
|
cac44820
|
Fixed depth pyramid buffer
|
7 年前 |
GitHub
|
fcb12503
|
Merge pull request #1112 from Unity-Technologies/Branch_DebugExposure
Added debug exposure parameter to several debug modes.
|
7 年前 |
Frédéric Vauchelles
|
a939e5aa
|
Added TexturePadding utility
|
7 年前 |
GitHub
|
e34444b0
|
Merge pull request #1136 from Unity-Technologies/decals/alpha_refactor
For opaques use decal diffuse alpha for all channels.
|
7 年前 |
Aleksandr Kirillov
|
01eba7d0
|
Moved includes to the top where it made sense.
Scale is now an optional parameter in SampleNormal function and has half precision.
_EmissionColor is now explicitly swizzled to .rgb
|
7 年前 |
Paul Melamed
|
ac77aad6
|
For opaques use decal diffuse alpha for all channels.
For transparent, if material alpha is less than decal alpha replace it with decal alpha.
|
7 年前 |
Frédéric Vauchelles
|
ab299efc
|
Added viewport copy for GPUCopy
|
7 年前 |
Felipe Lira
|
5e96c7f1
|
Fixed issue in the order of local light shadow indices. Shadow info gets stored into a shadow bitmask. Refactored to make both lit and shadow pass use the lightData struct.
|
7 年前 |
Aleksandr Kirillov
|
10d82e06
|
Refactored the common code to not depend on specific global variable names.
|
7 年前 |
GitHub
|
08de75b2
|
Merge pull request #1135 from Unity-Technologies/Fix-up-layered-lit-materials-with-a-subsurface-mask-map
Fix up layered lit materials with a subsurface mask map
|
7 年前 |
Felipe Lira
|
4d2339f3
|
api refactor to improve readability
|
7 年前 |
GitHub
|
8d3d47a2
|
Merge pull request #1128 from Unity-Technologies/lw/fix_pbr_shader
Fixed a compilation error in LW PBR Standard shader
|
7 年前 |
Paul Melamed
|
22cfa928
|
added texture2d atlas
|
7 年前 |
Sebastien Lagarde
|
7fa77a07
|
Fix up layered lit materials with a subsurface mask map
|
7 年前 |
Felipe Lira
|
ca30e010
|
precompute the list of local light shadows so we only generate the shadow CB if there is at least one local shadow casting light.
|
7 年前 |
Aleksandr Kirillov
|
1330d603
|
Fixed a compilation error in LW PBR Standard shader
|
7 年前 |
Paul Melamed
|
76eb75c7
|
Merge branch 'master' into decals/texture_atlas
|
7 年前 |
GitHub
|
f25323ae
|
Merge pull request #1133 from Unity-Technologies/Branch_FixSkyOverrideIssue
Fixed an issue where putting Sky Lighting Override mask to "Everythin…
|
7 年前 |
Felipe Lira
|
5a8e42e7
|
Added support to up to 4 shadow casting lights in the base pass
|
7 年前 |
GitHub
|
a53684d0
|
Merge pull request #1127 from Unity-Technologies/lw/surface_cb_split
Lw/surface cb split
|
7 年前 |
Paul Melamed
|
0c97c0da
|
initial commit
|
7 年前 |
GitHub
|
e1279e5b
|
Merge pull request #1132 from Unity-Technologies/decals/transform_fix
fix decal projector not reacting to change in transform, add more des…
|
7 年前 |
Felipe Lira
|
a0c08eaf
|
Further simplifications for the main directional fast path
|
7 年前 |
Aleksandr Kirillov
|
1f1983cd
|
Fixed a typo in PBS particle surface data initializer
|
7 年前 |
Paul Melamed
|
45bae982
|
fix decal projector not reacting to change in transform, add more descriptive comments to DecalUtilities shader code.
|
7 年前 |
GitHub
|
7650c7a6
|
Merge pull request #1121 from EvgeniiG/master
Add local box volume support to volumetrics
|
7 年前 |
Felipe Lira
|
caddf3df
|
Removed light sorting. We won't need it with multipass strategy.
|
7 年前 |
Aleksandr Kirillov
|
0983d198
|
Moved SurfaceData to InputSrufaceCommon.
Merged CBs for particles.
|
7 年前 |
GitHub
|
b9ca6b50
|
Merge pull request #1123 from Unity-Technologies/Branch_FixNonFullScreenWireframe
Fixed an issue when using wireframe without a full screen render targ…
|
7 年前 |
Felipe Lira
|
577f4336
|
fixed error in shadow sampling of local lights.
|
7 年前 |