28 次代码提交 (18535921-5aaf-4ca8-bc0d-664792a8822c)

作者 SHA1 备注 提交日期
Tim Cooper 1793f62f Add LW SRP into material graph 7 年前
Tim Cooper 85affe1f Update lightweight pipeline / SRP version 7 年前
Felipe Lira aa44f05c Added first step of camera management. 7 年前
Felipe Lira 961ab624 Light refactor to sort lights and disable directional lights from per object light lists. 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 ead2f8b7 Renamed RenderingConfiguration to FrameRenderingConfiguration to avoid confusion with RendererConfiguration. 7 年前
Felipe Lira 252443ec Light sorting added based on lightType, shadowType, cookie support, intensity if directional, distance to camera otherwise. 7 年前
Felipe Lira 8ea2f9d8 Added support to directional light cookie. 7 年前
Felipe Lira 64c4168e Added support to spot light cookies. 7 年前
Felipe Lira 90a62e55 Fixed spot cookies. 7 年前
Felipe Lira dc533887 Fixed light sorting popping. Changed the way main light is computed. It can only be a directional light or a light that casts shadow. 7 年前
Felipe Lira 57fd61c7 Disabled postprocessing and softparticles for VR. Depends on robs PR. Fixed postprocessing beforetransparent effects. 7 年前
Felipe Lira c7738b32 Added a depth prepass for cases when MSAA is enabled and we don't have texture2DMS to resolved depth. 7 年前
Felipe Lira 7867cec0 Fixed some issues on OpenGL and fixed test scene 007 material keywords. 7 年前
Felipe Lira fa504521 Runned auto format tool. 7 年前
Thomas 77910e79 GC fix (saves 4.9KB/frame) 7 年前
Felipe Lira dba19ad6 Added support to BakedIndirect and CopyColor to emulate grabpass. 7 年前
Felipe Lira 6c1a2838 Added a m_DepthRenderBuffer flag to make it more clear when we use depth from prepass or from renderbuffer depending on msaa. Commented code and renamed DepthPrePass to make it more clear. 7 年前
John f210f98e refactoring frustum corners to util function 7 年前
Tim Cooper 946ceb4f Fix scene view grid rendering in LW (copy depth out) 6 年前
Thomas 983a4857 Fixed particle lights 6 年前
John Parsaie c285e71c Initial implementation of debug views 6 年前
Felipe Lira caddf3df Removed light sorting. We won't need it with multipass strategy. 6 年前
Felipe Lira c2267f06 Moved shadow related code from LightweightPipeline.cs into a proper shadow pass class 6 年前
Felipe Lira e42f8f63 Renamed and refactored shadowpass to improve readability 6 年前
Felipe Lira bd95bab1 Caching fullscreen quad mesh as a static. 6 年前
Felipe Lira e9a5ca70 Fixed shaderPassID in DrawFullScreen 6 年前