Felipe Lira
2afc78cf
Changed lightweight asset to define total amount of pixel lights instead of additional pixel lights. That was confusing for most people. Also limited vertex light to 4.
7 年前
Julien Ignace
0a60dd2a
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into feature/realtimeCubemap
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
7 年前
Felipe Lira
d72cae5f
Minor shader optimization
7 年前
Felipe Lira
55665f03
Replaced explicit render texture creation mode with RenderTextureDescriptor
7 年前
Felipe Lira
42e09fc5
Added correct template images for test scenes.
7 年前
Felipe Lira
5224d3ba
Fixed issue in test framework that was incorrectly blending alpha. Fixed issue in specular of simple lighting shader.
7 年前
Felipe Lira
9233eae4
Minor fix to the CoreUtils depth slice change.
7 年前
Felipe Lira
cdde6929
Fixed build error on android.
7 年前
Felipe Lira
7867cec0
Fixed some issues on OpenGL and fixed test scene 007 material keywords.
7 年前
Felipe Lira
4654dbdf
Added depth slice to SetRenderTarget SRP api.
7 年前
Felipe Lira
69f92503
Fixed issue that caused wrong RT setup for platforms that support MSAA back buffer.
7 年前
Felipe Lira
161e43f7
Fixed a compiler shader error introduced in last commit.
7 年前
Felipe Lira
2d7d95e7
Added support to subtractive mixed light mode.
7 年前
Felipe Lira
70a6735a
Small change to camera inspector to only display forward rendering path,
7 年前
Felipe Lira
ed1d3a8f
Merge branch 'Unity-2017.3' into LightweightPipeline
7 年前
Felipe Lira
645aa670
Fixed missing material reference in test 11.
7 年前
Julien Ignace
58ea35a7
Null pointer exception fix when no directional light in the scene.
7 年前
Julien Ignace
b4a35f1f
Probe Cache: Fixed conversion shader to use the proper mip when input texture was not the right size.
7 年前
Julien Ignace
faa9bda2
- ConvertTexture is now properly called from the CommandBuffer and not Graphics in the Texture Cache
- Fixed probe convolution to not happen when rendering realtime probes.
- Fixed Sky Environment update to happen at the beginning of the frame (so during reflection probe updates if any) to avoid visual lag in reflections.
7 年前
Paul Melamed
982555b5
beginning work on decal shader
7 年前
Paul Melamed
0be6b369
started the decal branch
7 年前
Felipe Lira
e4ffdd2d
Merge branch 'Unity-2017.3' into LightweightPipeline
7 年前
Julien Ignace
8b37cbb5
Reflection Probe Cache: Handled input of the wrong size/format with an additional conversion step.
7 年前
Julien Ignace
1a5590ab
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into feature/realtimeCubemap
# Conflicts:
# TestbedPipelines/OnTileDeferredPipeline/OnTileDeferredRenderPipeline.cs
7 年前
Julien Ignace
ae40eca7
Missing files
7 年前
Julien Ignace
f901ecbc
Realtime Reflection Probes WIP: Implemented Specific Reflection Probe cache and do the GGX convolution on GPU for every probes.
7 年前
Julien Ignace
11c1d9a8
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into feature/realtimeCubemap
7 年前
Felipe Lira
4655c92c
Fixed crash in pipeline startup due to missing resources. Removed fog computation from inner fragment shading loop.
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
57fd61c7
Disabled postprocessing and softparticles for VR. Depends on robs PR. Fixed postprocessing beforetransparent effects.
7 年前
Felipe Lira
f61a71e0
Split resourse setup for Mono and Stereo.
7 年前
Felipe Lira
e3ae9976
Fixed issue that was causing point lights to not be shaded when only 1 light was visible.
7 年前
Felipe Lira
5266236e
Added camera inspector for lightweight pipeline.
7 年前
Felipe Lira
9687b9e9
Small cleanup in lighteditor.
7 年前
Felipe Lira
23ae75d9
pushing deleted meta folders.
7 年前
Felipe Lira
457ae515
Removed editor scripts to root editor folder.
7 年前
Felipe Lira
4c947d69
Create custom light inspector for lightweight pipeline.
7 年前
Felipe Lira
8c9baae9
Fixed points lights that were wrongfully lit when additional pixels lights were zero.
7 年前
Felipe Lira
ee5a618b
Added code to make BeforeTransparent postfx work. We need a way to check when the effect is enabled to properly make it work.
7 年前
Andre McGrail
8b5b9ea5
Added test 041_Lighting_BasicArea for area light
7 年前
Andre McGrail
2978ddd1
Fixed test 040_UpgradeScene FBX import options
7 年前
Andre McGrail
67918a7b
Added 040_UpgradeScene test, this is essentially Nightmare converted to LWpipe
Added touch support for the LWpipeSwitcher script
7 年前
Felipe Lira
e8bd18b1
Removed attenuation texture from project.
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
9ac0c202
fixed bug in vertex light count
7 年前
Felipe Lira
35a2a905
Fixed bug in vertex lighting caused by casting due to typo.
7 年前
sebastienlagarde
3f72173b
Fix issue with wrong blend hierarchy used
7 年前
Andre McGrail
50cc3b9d
Added debugging scene for PBR shader and lighting
7 年前
sebastienlagarde
e2537ce0
Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-refraction-cubemap-support
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl
# ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
7 年前
Felipe Lira
ac7847d3
Fixed type in SPECULAR_SETUP keyword
7 年前