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.
Added support for the new shadow library to fptl.
Introduced a new shadow include inline file to support different shadow setups for different light loops per project.
Restructured the code a bit in order to support multiple instances per project.
Fixed and issue with broken shaders when one of the samplers was set to 0.
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.
Added a factor of 100 to the normal bias passed into the shader.
Updated shaders to use the new zw component for the normal bias offset.
Added bias offset code to point, spot and punctual routines as well.
8 年前
uygar
1fca69f6
Modified the ShadowContext declaration macro. Only code for slots that are not zero will be generated.
Changed the shadow context declaration so no code for cubemaps will be generated, anymore.
Modified the texfetch functions. Instead of returning from the loop the routines only break. This fixes a warning about an uninitialized variable and also leads to fewer instructions generated.
Restructured ShadowDispatch.hlsl a little bit to make changing resources and algorithms a bit easier.
8 年前
uygar
cefe8b15
Merge branch 'master' into shadows
8 年前
Antti Tapaninen
a8edd715
Merge branch 'master' into metal
8 年前
Antti Tapaninen
a38bee23
Merge branch 'master' into metal
8 年前
Antti Tapaninen
2cce2981
Merge branch 'master' into metal
8 年前
Filip Iliescu
996434fd
update local copies of HLSLSupport and UnityStandardCore to match changes in Unity src tree and fix errors after updating
8 年前
Filip Iliescu
db72d2ac
Create test scene for Classic OnChip Deferred Renderloop
8 年前
Filip Iliescu
70de8f67
fix a bug causing bad rendering in standard shader.
8 年前
Filip Iliescu
5b00b86c
implement a material upgrader to port standard shader for all materials to one belonging to renderloop
8 年前
Filip Iliescu
1109a6c7
initial port of Classic OnChip Deferred Mobile Renderloop based on exisitng standard and deferred shaders from built-in renderloops with new shadows.
8 年前
Filip Iliescu
ac3a3376
remove local atomics from FPTL for Mobile
8 年前
Antti Tapaninen
6905e65f
Merge branch 'master' into metal
8 年前
uygar
f4c6d4da
Added .meta file for Resources folder.
8 年前
uygar
d717a22e
Added additional bias parameter for all algorithms.
Changed the scale of the PCF bias parameter.
8 年前
uygar
95a0d58b
Fixed winding order of objects renderered into point shadowmaps.
Pulled point light matrix and split plane calculations from C++ into C#.
Removed cullresults and index parameters from the ShadowUtils helper function for point lights.
Added new ShadowUtilsConstants class which contains constants to work with cubemaps.
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.
Merged directional and point/spot lights into the same atlas again. Added two additional atlases to support 16 bpp VSM style shadow maps.
Added new dropdown to AdditionalLightData to select precision if available.
8 年前
uygar
f41b5af9
Added missing compute shader from previous commit.
8 年前
uygar
94d9ef0a
Added support for choosing shadow algorithms. Each algorithm can have up to 8 variants.
Added VSM, EVSM and MSM shadowmaps.
Added custom editor to additional light data for drawing shadow specific UI.
8 年前
Tim Cooper
96cdde05
Add node that 'just does' HLSL and can convert to shader node based on API.
8 年前
vlad
d0c30f9a
Rewrote triplanar to work with the Sampler Asset (some master node issue where Texture2D would fail with no errors). Graphs which don't seem to work should have TriPlanar, SamplerAsset, and TextureAsset deleted and re-added.
8 年前
Tim Cooper
2e183994
Add time checkbox
Make shorter GUIDs
8 年前
Matt Dean
98611b46
Merge branch 'hackweek2017' of https://github.com/stramit/MaterialGraph into hackweek2017
8 年前
ChrisTchou
c19d413a
Merge branch 'hackweek2017' of https://github.com/stramit/MaterialGraph into hackweek2017
8 年前
Andre McGrail
525120da
Lava tweaks
Slope shader
8 年前
Florent Guinier
670f4bf3
Merge branch 'hackweek2017' of https://github.com/stramit/MaterialGraph into hackweek2017
8 年前
Andre McGrail
b061e067
Lava and some stuff.
Fixed screen pos
8 年前
MingWai
bdfd3b5f
Merge branch 'hackweek2017' of https://github.com/stramit/MaterialGraph into hackweek2017
8 年前
vlad
b247c311
Texture assets and related notes work now (Thanks Tim!)
8 年前
MingWai
b038c97f
gradient assets
8 年前
bfogerty
7d92d077
Merge branch 'hackweek2017' of https://github.com/stramit/MaterialGraph into hackweek2017
8 年前
Matt Dean
2c09193d
Updated eye master
8 年前
ChrisTchou
5c5083d0
Adding 3d checkerboard & 3d output from sphere dent
8 年前
bfogerty
8033e041
A buldge now comes from the Cellular shader.
8 年前
Matt Dean
eed9ee0e
Merge branch 'hackweek2017' of https://github.com/stramit/MaterialGraph into hackweek2017
8 年前
ChrisTchou
a6a2d4de
Merge branch 'hackweek2017' of https://github.com/stramit/MaterialGraph into hackweek2017
8 年前
bfogerty
3b03ea1a
Merge branch 'hackweek2017' of https://github.com/stramit/MaterialGraph into hackweek2017
8 年前
MingWai
c0a0fd0b
custom texture use case
8 年前
Matt Dean
4781b571
Added anisotropy demo shader
8 年前
Florent Guinier
786455b2
dynamic texture demo
8 年前
Matt Dean
1ddad83f
Added character rendering scene
8 年前