Felipe Lira
1ee76480
Refactor on LW shader library to make it more user friendly.
7 年前
Felipe Lira
d74fef81
refactored lightweight shader for simplicity.
7 年前
Felipe Lira
2b8e4ba4
Abstracted light attenuation and direction into Light struct.
7 年前
Felipe Lira
5c254929
Naming and organization on some of the shader library files to improve readability.
7 年前
Felipe Lira
0a150fd9
Minor changes and commets on Standard Surface shader.
7 年前
Felipe Lira
98b2b494
Fixed compiler errors in LW.
7 年前
Felipe Lira
cfca3b82
Computing shadow coord in vertex when not using cascades.
7 年前
Felipe Lira
db534016
shadowcoord is now using high precision
7 年前
Felipe Lira
c925c4c7
Converted fragment functions to use InputData struct so we can update more easily ShaderGraph template.
7 年前
Felipe Lira
91e75b1e
Updated LW to always use ScreenSpace shadowmap. This is a safe compromise until we can strip multi_compile keywords with a c# api.
7 年前
Joel de Vahl
f3cd88c5
Started work on light optimizations for low tier mobiles
7 年前
Tim Cooper
aeefe219
Merge branch 'master2' into LW-LightOptimizations
7 年前
Tim Cooper
d6c78179
Disable a number of LW features to reduce combination pressure until we have proper keyword stripping.
7 年前
Tim Cooper
5c9658dd
Strip shadows on / off keyword (pretend shadows are always on and use a 4x4 texture)
7 年前
Joel de Vahl
73b75a26
Make sure we get the correct lightmap decode parameters when in gamma mode
7 年前
Felipe Lira
b5f02e43
Fixed subtractive mode
7 年前
Felipe Lira
4d2e62ba
Minor improvement.
7 年前
Aleksandr Kirillov
98367910
Fixed SH being always evaluated per-pixel.
7 年前
Aleksandr Kirillov
1ad16cf5
Got rid of a dependent texture read when sampling a lightmap in LW SRP.
7 年前
Aleksandr Kirillov
0593af3c
Updated LW PBR FWD pass template in shader graph.
Removed normal renormalization in frag for mobile targets that don't define "SHADER_HINT_NICE_QUALITY" to 1.
7 年前
Aleksandr Kirillov
34c25f1b
Merge branch 'master' into LowEndPerf
# Conflicts:
# ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLit.hlsl
7 年前
Aleksandr Kirillov
8b7c571e
Some shuffling around reduces frame time on older devices.
7 年前
Felipe Lira
5b48f6c3
Single Light Shader
7 年前
Felipe Lira
32da470b
Fixed SH being always evaluated per-pixel.
7 年前
Felipe Lira
5f85fa58
Got rid of a dependent texture read when sampling a lightmap in LW SRP.
7 年前
John Parsaie
c3fb2167
Colored AO
7 年前
Felipe Lira
1bbfe054
Computes part of the BRDF normalization out of the light loop.
7 年前
Felipe Lira
b6052e8e
further optimized BRDF function by fitting normalization term into a MAD and computing roughness² - 1.0h outside the light loop.
7 年前
Felipe Lira
a53eff3d
Considered MainLight as always a directional light. This enables the following optimation: (and potentially more)
- no position WS interpolator
- no distance attenuation computation
- saved homogeneous coord division as w is always 1.0 in orthogonal projections
7 年前
Felipe Lira
7597374d
Split directional and local light shadow maps.
7 年前
Felipe Lira
fe8ef8dc
Optimized light indexing to use conditional moves instead of dynamic indexing the constant.
7 年前
Felipe Lira
577f4336
fixed error in shadow sampling of local lights.
7 年前
Felipe Lira
a0c08eaf
Further simplifications for the main directional fast path
7 年前
Felipe Lira
5a8e42e7
Added support to up to 4 shadow casting lights in the base pass
7 年前
Felipe Lira
b1944d59
Cast shadows prop removed, we use shadow strenght instead. Reverted changes that removed light type from w position component. We might want it to be generic in case people want to use other shaders with LW.
7 年前
Felipe Lira
66f3ec92
Added support to ComputeBuffer for non mobile and non WebGL platforms.
7 年前
Felipe Lira
ae197d2f
Removed unused shader define
7 年前
Felipe Lira
bf164955
Fixed some issues with multiple shadow casting lights.
7 年前
Felipe Lira
3550c0cf
fixed wrong light shadow indexing in PBS shader
7 年前
Felipe Lira
7ce624ff
fixed light indexing
7 年前
Felipe Lira
53d049a2
Checked compiled shaders and updated code for simplicity and consistency.
7 年前
Felipe Lira
5bdadbbe
Addressed PR's comments.
7 年前
Felipe Lira
89c899a1
Fixed newline endings in the files touched by this PR.
7 年前
Felipe Lira
13eff945
Fixed GI in unlit shader. Removed SampleGI function overloads as it's error prone due to implicit truncation.
7 年前
Felipe Lira
59a13656
Fixed GI in unlit shader. Removed SampleGI function overloads as it's error prone due to implicit truncation.
7 年前
Felipe Lira
2a043f5d
Fixed occlusion strength. All LWRP shaders are defined with target model 2.0.
7 年前
Felipe Lira
164ce034
Fog is now computed outside the simple lighting function.
7 年前
egomeh
ba0b9874
Remove quadFalloff part of distance attenuation
6 年前
egomeh
8ef0ee06
Combine distance and spot attenuation into a single uniform
6 年前
egomeh
a37c0592
PR review changes
* Pack light subtractive mode in light position w component
* Use simpler light mapping delegate
* Rename attenuation test scene to avoid name collision
6 年前
egomeh
86c74f90
Remove unused function and improve lightbaking delegate
6 年前
egomeh
e91dfb63
Change light smoothing factor in lightweight renderpipeline to match lightmapper
6 年前
GitHub
56538cc3
Removed unused light cookied code. ( #1917 )
6 年前