Joachim Ante
7f741951
Initial ScriptableRenderLoop
9 年前
vlad-andreev
bf6e54c5
tabs -> spaces
8 年前
vlad-andreev
3e91c5e0
code cleanup part deux
8 年前
vlad-andreev
3b8e0543
moved to the experimental namespace
8 年前
sebastienlagarde
f53cd1c7
HDRenderloop: Progress in supporting IES and shadowmap
- Add AffectDiffuse/AffectSpecular/GetShadowDimmer UI
- Add draft of shadow map support (not working)
- Add IES in shader (not in light)
- Add LightLoopContext struct
- Add various Texture/sampler macro
- Add GetCubeFaceID
- misc stuff
8 年前
Evgenii Golubev
731e1f23
Enable LTC area light code path
8 年前
Evgenii Golubev
a98a734c
Fix formatting
8 年前
Sebastien Lagarde
47769667
HDRenderLoop: Clean some code and move file - AdditionalLightData now required on lights
8 年前
sebastienlagarde
fa115002
HDRenderLoop: Change light structure to better match FPTL
- merge area light and punctual together
- Change directional to better match FPTL
- Add EvaluateBSDF_Directional prototype
8 年前
Evgenii Golubev
50204d4c
Add the 'Line' light archetype and fix the scene
8 年前
Tim Cooper
2b3f2f91
[refactor namespace]
UnityEngine.Experimental.ScriptableRenderLoop -> UnityEngine.Experimental.Rendering
UnityEngine.Experimental.ScriptableRenderLoop -> UnityEngine.Experimental.Rendering.{LoopName}
8 年前
sebastienlagarde
d85f5826
HDRenderPipeline: Fix issue with inner spot percent not show in additionalData
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
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
Julien Ignace
fef71130
Added several more options for light: Light Dimmer, Fade with distance (intensity and shadows) and a global dimmer in Tile Pass settings as well.
8 年前
uygar
cefe8b15
Merge branch 'master' into shadows
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
Tim Cooper
c30d33b8
[Format]Reformat via format.pl to match the new conventions
8 年前
Evgenii Golubev
f5b4c7e9
Implement orthographic projector lights (single pass loop only)
8 年前
uygar
8db09493
Merge branch 'master' into shadows
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
uygar
d82162c7
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into shadows
8 年前
Evgenii Golubev
7fd989cc
Remove the double sided option for area lights
It reduces performance and doesn't trivially extend to the sphere light approximation.
8 年前
uygar
c0b6dcd6
Removed the old shadow system.
Removed the temporary namespace ShadowExp.
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
58f36f39
Merge remote-tracking branch 'refs/remotes/origin/master' into shadows
# Conflicts:
# Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
8 年前
uygar
81876b50
Added shadow cascade settings to additional light data.
8 年前
Julien Ignace
0fef8e78
Added cascadeCount API to AdditionalLightData
8 年前