1796 次代码提交 (0e23df0d-71e1-49b3-a9e1-cb318a2ca36e)

作者 SHA1 备注 提交日期
Filip Iliescu 0577271e fix spotlight rendering and cookies. also add option for setting mesh scale since FBX and obj import settings will do different things with the scale factor 8 年前
Filip Iliescu e9c40e16 fixed a lighting bug with point lights and shadows 8 年前
Filip Iliescu 01556aaf cleanup and refactor shader code into common functions 8 年前
Filip Iliescu f583f50f cleanup and consilidate shader passes and simply setup material varients on startup 8 年前
Filip Iliescu ff01d44e fix shadow settings and add a sun script to see shadows move based on time of day 8 年前
Filip Iliescu 23d2f9e6 Fix reflections that clip near and far plane as well as those that just clip near plane. 8 年前
uygar c0b6dcd6 Removed the old shadow system. 8 年前
uygar e76929f5 Fixed tent filter enum names. 8 年前
uygar d82162c7 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into shadows 8 年前
uygar 617efefd Defaulted to the hardcoded path in preparation for merging into master. 8 年前
uygar 058fa25d Added loop hint to PCF tent sampling functions to make compilation times a bit more sane. 8 年前
FlorentGuinier 236fbc95 Merge branch 'shadows' of https://github.com/Unity-Technologies/ScriptableRenderLoop into shadows 8 年前
FlorentGuinier 8e9a6d75 [gfx-shadows] tents filters use loops for code clarity 8 年前
FlorentGuinier 9f7d66cd [gfx-shadows] Add PCF tents filters 8 年前
uygar e62577f2 Changed UI update behavior so the CustomEditor for the AdditionalLightData doesn't repaint all the time, anymore. 8 年前
FlorentGuinier 980b67d3 [gfx-shadows] First step toward adding tents pcf filters 8 年前
uygar 943f8944 Disabled the global override for now in HDRenderPipeline. 8 年前
uygar 255625f4 Added little helper to the shadow registry to set a global override for the shadow algorithm. This will disable the UI. Shader source still needs to be manually synced with this override. 8 年前
uygar 00cc82b2 Removed temporary shadow slice data struct again, as the lowendrenderpipeline declares its own struct now instead of using the renderpass. 8 年前
Filip Iliescu 0b852466 on chip reflections are working 8 年前
uygar aa256e25 Merge branch 'master' into shadows 8 年前
Filip Iliescu 686e6420 working reflection probes. next I need to make them work on-chip ao there is no offscreen resolve and blend 8 年前
Filip Iliescu e45b7d3c implement two pass refelection probe rendering to debug issues with probes 8 年前
Filip Iliescu 8e3bfd4a implement reflection probes using on-chip deferred mechanism for tiled mobile GPUs. WIP 8 年前
Filip Iliescu 6e428acc Merge branch 'metal' into classicDeferredMobile 8 年前
uygar 8844bd4a Added missing .meta files. 8 年前
Antti Tapaninen 204b52d0 Merge branch 'master' into metal 8 年前
uygar 8db09493 Merge branch 'master' into shadows 8 年前
Antti Tapaninen 1e761801 Merge branch 'master' into metal 8 年前
Antti Tapaninen 545f8b11 Merge branch 'master' into metal 8 年前
Antti Tapaninen b90e5b21 Revert "HLSLcc: workaround NaN issue on iOS" 8 年前
Antti Tapaninen 2df09bda Merge branch 'master' into metal 8 年前
Antti Tapaninen c46cb0b5 Merge branch 'master' into metal 8 年前
Antti Tapaninen 46f1a7cf Merge branch 'master' into metal 8 年前
Antti Tapaninen 06aa5d1c Merge branch 'master' into metal 8 年前
Antti Tapaninen eb5294a1 HLSLcc: workaround NaN issue on iOS 8 年前
Antti Tapaninen e9a6b7ab fix out of bounds issue 8 年前
uygar 641b5198 Removed unnecessary .orig files again. 8 年前
Antti Tapaninen 53b4031c unify with bigTileIdx code from lightlistbuild-clustered 8 年前
uygar 1d081a77 Moved shadow related files into ShaderLibrary and common to reflect their general usage. 8 年前
Antti Tapaninen 0574ef6b Merge branch 'master' into metal 8 年前
uygar 3043024a First step in removing the old shadow system. Stubbed out the old system in HDRenderloop. 8 年前
uygar ce4c49e3 Fixed shadowmap rendertargets getting lost upon scene change. Also added cleanup code for rendertargets. 8 年前
uygar 0cc9116d Fixed UnpackShadowType going out of sync with changes made to ShadowBase.cs. 8 年前
uygar 612f8c68 Inverted the order of high and low precision for better compatibility with scenes that don't have any algorithm set. 0 will now default to 32bit precision PCF 1 tap. 8 年前
uygar 015180f0 Added checking the individual shadow fade distance per light to the shadow managers prune function. 8 年前
uygar 13bfd3f7 Changed texelSizeRcp passed into shaders from a float2 to a float4. The first xy coordinates are the actual texel size of the texture, whereas zw are the texelsizes relative to the viewport. 8 年前
uygar 1fca69f6 Modified the ShadowContext declaration macro. Only code for slots that are not zero will be generated. 8 年前
uygar cefe8b15 Merge branch 'master' into shadows 8 年前
Antti Tapaninen a8edd715 Merge branch 'master' into metal 8 年前