108 次代码提交 (34a49e5b-7eb5-48eb-8f52-6aa92e87a803)

作者 SHA1 备注 提交日期
uygar 2f7e24ac Initial commit for the new shadow system. 8 年前
uygar c8a27740 Merge branch 'master' into shadows 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 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 4ab44f55 Added missing call to postupdate in shadow atlas after rendering the last shadowmap. 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 95a0d58b Fixed winding order of objects renderered into point shadowmaps. 8 年前
uygar d717a22e Added additional bias parameter for all algorithms. 8 年前
Torbjorn Laedre e84f6bea Fixed compiler warning. 8 年前
uygar cefe8b15 Merge branch 'master' into shadows 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 015180f0 Added checking the individual shadow fade distance per light to the shadow managers prune function. 8 年前
uygar ce4c49e3 Fixed shadowmap rendertargets getting lost upon scene change. Also added cleanup code for rendertargets. 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
Evgenii Golubev f5b4c7e9 Implement orthographic projector lights (single pass loop only) 8 年前
FlorentGuinier 980b67d3 [gfx-shadows] First step toward adding tents pcf filters 8 年前
uygar d82162c7 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into shadows 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
sebastienlagarde 36fbd6cc HDRenderPipeline: Relink enable shadow option + add test shadow scene 8 年前
Sebastien Lagarde f5f6d525 HDRenderPipeline: Fix shadow debug menu (was not working after shadow merge) 8 年前
uygar 1996704d Fixed hardcoded shadow resource path incorrectly handling out of bounds cases. 8 年前
uygar 622d6403 Fixed shadow priority sort being inverted. 8 年前
uygar beaf6e75 Modified moment based shadow maps to always use [0;1] z. 8 年前
uygar 81876b50 Added shadow cascade settings to additional light data. 8 年前
Julien Ignace b09d5f72 - Cleaned up CommonSettings from Cascaded parameters which are now in the light. 8 年前
Julien Ignace 0fef8e78 Added cascadeCount API to AdditionalLightData 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
Julien Ignace c6828cd2 Implemented variance shadow specific debug shader. 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
Tim Cooper 8b0f6d4c use pooling 8 年前
Tim Cooper 696ae193 Fixing memory allocations 8 年前
Tim Cooper b1156959 [gc]Convert to pooling 7 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
Evgenii Golubev 72d87a7d Fix CSM for camera-relative rendering and enable the latter by default 7 年前
runes 3c1116f3 added code to bind shadow resources to compute shaders 7 年前
uygar 303965c0 Fixed normal bias leading to light leaking with point shadows. 7 年前
uygar 178ae77f Added smooth cascade transitions to cascaded shadowmaps. 7 年前
uygar 05ca6220 Changed CachedEntry type from struct to class to avoid unnecessary copies when doing array operations. 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
runes dd5838bd sample game delta: 7 年前
Julien Ignace d4b9dd15 Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting. 7 年前
Peter Andreasen 69c448b2 Merge remote-tracking branch 'origin/master' into sample_game 7 年前
Thomas 2cdd3c12 Moved most of HDRP utilities to Core 7 年前
Thomas 895c04b2 Improved ProfilingSample API 7 年前
Peter Andreasen 2ef7d649 merged with master 7 年前
uygar b90724d4 Added MSAA support to moment based shadowmaps. Also made some optimizations to the blur compute shader. 7 年前
uygar 20767512 Added programmatic control of depth clipping. Depth clipping is disabled for shadow cascades and enabled for everything else. 7 年前
Arnaud Carre 532e9568 fix profiling markers for C# 7 年前
Peter Andreasen f052451a merged from master 7 年前
Peter Andreasen 5d36f104 Merged master 7 年前
Julien Ignace 536372e5 Fixed shadow map creation code in the shadow framework. 7 年前
Evgenii Golubev 87e85612 Refactor math constant defines 7 年前
Peter Andreasen b6423cf9 merge 7 年前
sebastienlagarde f6f454a7 Fix issue with tessellation and shadow 7 年前
uygar 47eeaedf Reduced per frame memory allocations. 7 年前
Peter Andreasen 3ccf74cc merged from master 7 年前
uygar c8556633 Changed shadow biasing. Biasing can now use normal and light vector information to avoid artifacts. 7 年前
uygar 4bf6ce24 Increased the default fov guard for now to handle seams for point lights. 7 年前
uygar c278421b Added new helper function to calculate a guard angle for spot and point lights that gets added to the given fov so that biasing and filtering cannot access the shadowmap outside the valid range. 7 年前
uygar f5518a7e Limited per face information to matrices and atlas offsets to cut down on register usage. 7 年前
uygar 74b782e2 Added new parameters to control the edge leak fixup. 7 年前
uygar a6b4b937 Set the default depth bias to 0. 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 34443229 Separated light and cascade data loading for directional lights. 7 年前
uygar 7528e3f3 Replaced the two clear shadow passes with one using the platform far plane define. 7 年前
sebastienlagarde 116379ee Add memory RT name/information everywhere 7 年前
sebastienlagarde 35560656 Merge remote-tracking branch 'refs/remotes/origin/master' into shadows-biasing 7 年前
uygar 775d3f32 Optimized cascade selection code to reduce register usage. 7 年前
uygar c9b42ea6 Added cam relative offset to inverse of shadow matrix. 7 年前
uygar 62637d1f Fixed out of bounds access. 7 年前
uygar e85069ef Added null check to handle some weird case when running tests. 7 年前
uygar 75a06b95 Added a combined contact shadows + normal biasing pass. 7 年前
Peter Andreasen 04b933d9 merged with master 7 年前
Sebastien Lagarde 0c54bec9 Move resources outside of resource folder 7 年前
Sebastien Lagarde 4d0b3071 add shadow resource to renderpipeline resource 7 年前
uygar 706c8fbf Provided way of passing in values for per frame shadow update budgets. 7 年前
Tim Cooper da540b9e Fix minor warnings 7 年前
uygar 3251dfad Fixed cascade selection when there are less than max cascades. 7 年前
uygar db49ba68 Changed atlasing errors to warnings. 7 年前
Tim Cooper ab32fa26 Fix minor warnings 7 年前
sebastienlagarde 1edd41cb Fixed cascade selection when there are less than max cascades. 7 年前
sebastienlagarde 02280c4b Fix shader warning, shadow warning and hide physical camera parameter 7 年前
uygar ba8f60e4 Added reading the global overrides when launching shadow requests. 7 年前
uygar f40129d8 Fixed blending of inactive cascades. 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
Peter Bay Bastian 9ea8912a Fixed handling unknown GPUShadowTypes in the shadow manager. 7 年前
Evgenii Golubev f1877508 Update GetRenderTargetAutoName() to support volume textures 7 年前
uygar 2fc50ce9 Fixed handling unknown GPUShadowTypes in the shadow manager. 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 3072fc83 PCSS is now working 6 年前
Antoine Lelievre f53d652d Added a field to control sampleCount in the inspector 6 年前
Antoine Lelievre 8120bd8f Cleanup code and inconsistencies 6 年前
Antoine Lelievre f6b0b8f5 Fix shadow algorithm reserve size 6 年前