48 次代码提交 (2a275564-24ef-4e91-ba2b-ddb8cf7cfa7e)

作者 SHA1 备注 提交日期
uygar 2f7e24ac Initial commit for the new shadow system. 8 年前
uygar a9dc4866 Modified ShadowmapBase by adding a new enum bitmask designating the supported shadow types by this shadowmap. 8 年前
uygar 02e3fa95 Moved shadow sampling patterns into a new file called ShadowSampling.hlsl. 8 年前
uygar 02ed6370 Added a new ShadowPayload struct that contains 4 ints to cut down on the number of buffer load instructions in shaders. 8 年前
uygar 26a238ec Disabled new shadow system again in preparation of a merge into the main branch. 8 年前
uygar 94d9ef0a Added support for choosing shadow algorithms. Each algorithm can have up to 8 variants. 8 年前
uygar 699822c3 Added support for choosing a precision for shadow variants. There are two settings, Low and High, which currently select between 16 bits per channel and 32 bits per channel shadow maps. 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 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 1d081a77 Moved shadow related files into ShaderLibrary and common to reflect their general usage. 8 年前
Tim Cooper c30d33b8 [Format]Reformat via format.pl to match the new conventions 8 年前
uygar 8db09493 Merge branch 'master' into shadows 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
FlorentGuinier 980b67d3 [gfx-shadows] First step toward adding tents pcf filters 8 年前
uygar e76929f5 Fixed tent filter enum names. 8 年前
uygar c0b6dcd6 Removed the old shadow system. 8 年前
uygar 7f34a973 Added ifdef guards around Editor code to fix script compile errors when building a player. 8 年前
Sebastien Lagarde f5f6d525 HDRenderPipeline: Fix shadow debug menu (was not working after shadow merge) 8 年前
Julien Ignace b09d5f72 - Cleaned up CommonSettings from Cascaded parameters which are now in the light. 8 年前
Julien Ignace 8db13baa Refactored shadow map debug views. Now ShadowMap implementation is responsible for display. 8 年前
Julien Ignace e20b9e23 Removed Material from Shadow Debug API (it's now held by the shadow system) 8 年前
Julien Ignace 70b0ab1e User can now display shadow map of the currently selected light. 8 年前
Julien Ignace c4442bb9 Renamed shadow debug API based on feedback and added the slice parameter. 8 年前
uygar 2e691da9 Modified creation of shadowmap, so subclasses can override texture settings before the RTID gets created. 8 年前
uygar 0cf2dd7b Added min/max values to the shadowmap debug drawer to control the output value range. Also added controls for the new values to the lightingdebug panel. 8 年前
Tim Cooper acb5e6cb rename CullingParameters -> ScriptableCullingParameters 8 年前
sebastienlagarde a7ee1111 HDRenderPipeline: Split AdditionalLightdata into HDAdditionalLight and AdditionalShadowData 7 年前
sebastienlagarde 3c87f2f4 Update shadow API - Use List<VisibleLight> instead of VisibleLightArray[] 7 年前
Julien Ignace a097b170 Changed HDRP and Shadow system APIs to take command buffers instead of ScriptableRenderPipeline. 7 年前
Evgenii Golubev b55fb554 Avoid modifying VisibleLights 7 年前
runes 3c1116f3 added code to bind shadow resources to compute shaders 7 年前
uygar 876f9979 Added dithering to cascade transitions. There are now two functions to choose from, to either blend between cascades doing two fetches, or dither doing just one fetch. 7 年前
Julien Ignace 024ca3bf Failing to allocate shadow maps no longer throws an exception but just raises an error. 7 年前
Peter Bay Bastian 14ac0ce2 Initial work on support assembly definition files 7 年前
uygar c8556633 Changed shadow biasing. Biasing can now use normal and light vector information to avoid artifacts. 7 年前
uygar 74b782e2 Added new parameters to control the edge leak fixup. 7 年前
uygar 34eeceb3 Moved slice into a separate float to avoid unnecessary casting in the shader. 7 年前
uygar ae42e524 Split shadow matrix into separate components to selectively load per face data for point lights to improve register usage. 7 年前
uygar f7122de7 Padded the ShadowData struct so its a multiple of 16 bytes. 7 年前
uygar 75a06b95 Added a combined contact shadows + normal biasing pass. 7 年前
Sebastien Lagarde 0c54bec9 Move resources outside of resource folder 7 年前
uygar ba8f60e4 Added reading the global overrides when launching shadow requests. 7 年前
uygar 32641789 Enabled support for rendering into slices as the runtime supports it now. 7 年前
Julien Ignace 845f068a Fixed shadow and reflection debug overlay being flipped in game view. 7 年前
Tim Cooper fafb59af Run code formatter. 7 年前
Antoine Lelievre 447b05b3 Raw PCSS import from DREAM-2018.2 project 6 年前
Antoine Lelievre c08c9929 Expose shadow budget parameter in HDRP asset 6 年前
sebastienlagarde 01ba67bc Add shadowMap16Bit support 6 年前