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

作者 SHA1 备注 提交日期
Felipe Lira 065244b9 Created base setup to support both metallic and specular in LDPipeline 8 年前
Felipe Lira 38a9956f Due to target hardware restrictions (ALU/bandwidth) LD won't support the same standard shader workflow. Instead a specular limited will be available. 8 年前
Felipe Lira 11a8a1a4 MaterialUpgrader for Mobile to LDRenderPipeline and small changes to allow gloss & shineness on LDRenderPipeline. Temporary workaround the issue that was causing Lightmap to crash unity. 8 年前
Felipe Lira 9f7c7922 Added custom shader material to set correctly shader keywords for LRRenderPipeline. 8 年前
Felipe Lira 1bbdcd6d Fixed rendering on metal 8 年前
Felipe Lira e72ab523 Removed dummy workaround passes from shader. Added dynamic pixel lights to scene. 8 年前
Felipe Lira 45ce8af5 Fixed shadow bias. Moved PCF filtering to _SOFT_SHADOWS. Made a few settings more user friendly. 8 年前
Felipe Lira 00dbd214 Added options to use specular from base map and to choose wheter to use glossines from diffuse alpha (specular mask) or specular texture. 8 年前
Felipe Lira 870e00ba Refactored LowEndMobile pipeline to have constant nomeclature across all modules. Organized project strucuture for clearer reference. 8 年前
Felipe Lira f48ff264 Further renaming to keep consistency with documentation. 8 年前
Felipe Lira 2707e7d4 Fixed shadow cascades issues. Cascade selection now uses the split spheres as cascade selection. 8 年前
Felipe Lira fba67c86 Name refactors and conversion from tabs to spaces. 8 年前
Felipe Lira 96a96f65 UNITY_INITIALIZE_OUTPUT defined to nothing in OpenGL ES iOS build which was causing graphics issues on iOS. 8 年前
Felipe Lira 52030767 Fixed a shader compiler error due to glsl optimiser not understand interpolator arrays. Added shader keywords for cascades and vertex lighting. 8 年前
Felipe Lira 37ce1cf7 Added emission map. Upgrade selected, and specular power now has a similar computation to legacy ones (shininess multiply) so when upgrading projects lighting behaves more or like the same as legacy. 8 年前
Felipe Lira 85eec1f1 Added ReflectionCubemap support to lowend mobile. Added Material upgraders to most of legacy shaders. 8 年前
Felipe Lira 998f6257 Added particles to lowend upgrader. 8 年前
Felipe Lira 820537f9 Added spot light shadow support. 8 年前
Felipe Lira 06640421 Fixed upgrade issues regarding shininess values being zero. 8 年前
Tim Cooper c30d33b8 [Format]Reformat via format.pl to match the new conventions 8 年前
Felipe Lira c063a880 Reduced amount of shader variants by optimizing away a few keywords. 8 年前
Felipe Lira dd4cded2 Fixed rendering issues when no realtime lights were present. 8 年前
Felipe Lira ae4bcfc3 Fixed issue where lightprobes were not rendering. 8 年前
Felipe Lira ddbc0256 Added support to reflection probes. 8 年前
Felipe Lira 7ffb14f0 Fixed shadow acne issues that were apparent in Metal. 8 年前
Felipe Lira 4026f4ab Fixed compiler errors due to last commit and shader variants not being tested. 8 年前
Felipe Lira 287a7929 Fixed compiler erros for some variants/platforms. 8 年前
Felipe Lira 6275e9d2 Added baked emission support to LD pipe and proper test scene 8 年前
Felipe Lira 6f3e7b0a Refactored LD to Lightweight 8 年前
Felipe Lira 0f4a886b LightweightPipeline settings per light objects with StructuredBuffer. Right now for gles 2.0 we need an alternate solution. Added multiple point lights scene. 8 年前
Felipe Lira a2f2b1e9 When only a single directional light is available we don't set per object lights. Added drawRenderers with SRP default light pass to render sprites. 8 年前
Felipe Lira fb82cb32 Added helper sampler function and conversion between colorspaces. 8 年前
Felipe Lira 578640d3 Optimized shader path for single directional light. 7 年前
Felipe Lira 94744828 Removed shadow sampling from loop, shadow bias taken from light, improved shadow algorithm 7 年前
Felipe Lira 8265d3ce Added support to per-object light list for SM 2.0 devices 7 年前
Felipe Lira 50b18a0a Removed Tex2DLinear function which was causing a dependent texture read due to parameter copy. 7 年前
Felipe Lira 8ec89a38 LinearGamma conversions added based on Pipeline keyword. 7 年前
robbiesri 34caf919 Shader changes to support XR in Lightweight Pipeline 7 年前
Felipe Lira 7d62ca8f Merge branch 'master' into LightweightPipeline 7 年前
Felipe Lira 2b50e9a8 Removed Pass names to avoid confusion with LightMode tag (ShaderPassName) 7 年前
Felipe Lira 6959ac25 Added initial prototype version of Lightweight PBS shader. Started moving away from legacy shader library. 7 年前
Felipe Lira 64861bf2 Added Lightweight PBR Sphere Test Scene 7 年前
Felipe Lira c28f1752 Added attenuation procedural texture generation code and attenuation texture in shader. 7 年前
Felipe Lira c9cb44ad Added optimized single light path for DIRECTIONAL, SPOT, POINT 7 年前
Felipe Lira 56be11e4 Added multiple lights support to LightweightStandardShader. 7 年前
Felipe Lira 605dc966 Fixed most of the lightweight graphics tests. 7 年前
Felipe Lira 88ac7b57 Fixed a shadow issue that was causing the shadowmap to be applied to the wrong light. 7 年前
Felipe Lira 96d28b11 Added DepthOnly pass to LW shaders. 7 年前
Felipe Lira 78a2ad28 Renamed LW shaders and changed the default to be the Physically Based one. 7 年前
Felipe Lira bd25fe30 Initial refactor work on shader library to allow reuse passes/core for multiple shaders with minimal work. 7 年前
Felipe Lira 272ebcd0 Removed the options to disable lightmap and ambient probes from lightweight as they dont' make sense. Renames linear settings to force linear 7 年前
Felipe Lira 0afc0404 Fixed emission property on SimpleLightingShader. Removed Env mapping support for consistency with old legacy shader library. 7 年前
Felipe Lira 0c75b7cd Fixed emission in LightweightSimpleLighting shader. Fixed shader inspectors. 7 年前
Felipe Lira 961ab624 Light refactor to sort lights and disable directional lights from per object light lists. 7 年前
Felipe Lira cced0898 Refactored light setup to not sort lights. Sorting at a global level would introduce light popping. 7 年前
Felipe Lira fb2ea3ef Further refactors to support ShaderGraph 7 年前
Felipe Lira a01c178c Enabled back support to vertex lighting 7 年前
Felipe Lira 792168b1 Reduced number of shader variations. 7 年前
Felipe Lira 0c481f08 StandardInput cannot be inside LightweightLighting or it may cause errors with other standard shaders. 7 年前
Felipe Lira a7ea582f Addresssed UI issues. 7 年前
Felipe Lira 328573bc Fix shader include dependency to properly work with ShaderGraph. 7 年前
Felipe Lira dd386fd1 Removed UnityStandardInput and BRDF/Lighting dependencies. 7 年前
Felipe Lira 27111431 Added support to directional lightmaps. 7 年前
Felipe Lira 9d673bbd Added fragment Lambert and BlinnPhong funcitons to add support to trees or other shaders that require non PBS functions. 7 年前
Felipe Lira 8ea2f9d8 Added support to directional light cookie. 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 2d7d95e7 Added support to subtractive mixed light mode. 7 年前
Felipe Lira d72cae5f Minor shader optimization 7 年前
Felipe Lira b3ebc0d2 Removed some variants to reduce build time. 7 年前
Felipe Lira cbdfbba2 Added fallback to error shader when pipeline fails to find suitbale pass. 7 年前
Felipe Lira 7f9830c1 Added meta pass for StandardShader. 7 年前
Felipe Lira a5dbc063 Ported Lightweight to SRP shader library. 7 年前
Felipe Lira a58b6cbd Lightweight Shaders compiling on GLES with HLSLcc compiler. 7 年前
Felipe Lira 0324ec96 Refactor to improve shader library organization and readability 7 年前
Felipe Lira bb237480 Combined shadow and light classification keywords to reduce shader variantions by ~30%. 7 年前
Felipe Lira 1e4494ad Shader variants reduced by 50% by removing fog EXP and combining DIRLIGHTMAP_COMBINED with LIGHTMAP_ON 7 年前
Tim Cooper cf875c87 No ligh list support 7 年前
Felipe Lira cf5bdf89 Renamed LightweightShaderLibrary folder to just ShaderLibrary and moved to root LWRP folder. 7 年前
Raymond Graham 1e5e8a8a GPU instancing in Lightweight renderpipeline 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
Tim Cooper 8319254f VR keywords are injected on build if the platform is needed. No need to add a multi-compile. 7 年前
Tim Cooper 803d7f40 Merge remote-tracking branch 'origin/master' into LW-ScreenSpaceShadows-KeywordsReduction 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 88254799 Fix up lightmapping shader variants. 7 年前
Tim Cooper 6cb52bc9 Fix up lightmapping shader variants. 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
Tim Cooper 11121e37 LW: Fixes to shadow caster / depth passes for shadows. 7 年前
Matt Dean 07ca5f11 Upgrade Lightweight shaders and UI to closer match HD and Shader Graph 7 年前
Robert Srinivasiah 56d9be64 Experimental debugging code, nothing works 7 年前
Aleksandr Kirillov 92c885e2 Fixed LightweightStandardSimpleLighting shader to use target 2.0 and packed interpolators so that they would fit into SM2 limits (8x4). 7 年前
Aleksandr Kirillov 44d8afbf Don't normalize the normal coming from the normal map if there's no scaling possible in the shader. 7 年前
Felipe Lira 3360ce0b Changed ShadowPass and DepthOnlyPass to account for alpha clip. 7 年前
Felipe Lira 254ebe81 Added IgnoreProjector tag to shaders as projectors will not be supported on SRP. 7 年前
Felipe Lira db005356 Added keyword to avoid shadow sampling. 7 年前
Felipe Lira b37a37c8 Added fog exp back to lw. 7 年前
Felipe Lira e0d4368a fixed typo 7 年前
Felipe Lira 988e5940 fixed terrain shadows. 7 年前
Felipe Lira 5c358cc9 Split Standard PBS and Simple lighting vertex shaders as shininess was being used in PBS. 7 年前
Felipe Lira c1ce89b5 Merge branch 'master' into lw/shader-optimization 7 年前
Felipe Lira a53eff3d Considered MainLight as always a directional light. This enables the following optimation: (and potentially more) 7 年前
Felipe Lira 7597374d Split directional and local light shadow maps. 7 年前
Felipe Lira 5a168a8d Excluded d3d11_9x as it's not supported 7 年前
Aleksandr Kirillov 8827c1d9 Split LWRP shader library includes (InputSurface, LightweightPassLit and Particles) into several smaller files to have only the required things included. 7 年前
Felipe Lira 933c7fdd Merge branch 'LWRP' into lw/bugfixes 7 年前
Aleksandr Kirillov 10d82e06 Refactored the common code to not depend on specific global variable names. 7 年前
Aleksandr Kirillov 01eba7d0 Moved includes to the top where it made sense. 7 年前
Felipe Lira e452603c Added keyword to avoid shadow sampling. 7 年前
Felipe Lira b76d117a fixed typo 7 年前
Felipe Lira 9011485e fixed terrain shadows 7 年前
GitHub 81d0b3df Merge pull request #1130 from Unity-Technologies/lw/common_refactor 7 年前
Aleksandr Kirillov c856eeed Fixed broken shadergraph LW PBR shader template. 7 年前
Felipe Lira a54f4afa Split Standard PBS and Simple lighting vertex shaders as shininess was being used in PBS. 7 年前
Felipe Lira de8adb82 Merge branch 'LWRP' into lw/multipass 7 年前
Andre McGrail a796ea1d Reverted required shader feature in the standard shader 7 年前
Felipe Lira e9dc4f31 We can't add an extra shader keyword. For now if we have shadows enabled we compute occlusion on both directional and local lights. 7 年前
Felipe Lira 366fde87 Excluded d3d11_9x as it's not supported 7 年前
Felipe Lira da2b86a8 Reverted required shader feature in the standard shader 7 年前
Felipe Lira 7fd656f4 Split LWRP shader library includes (InputSurface, LightweightPassLit and Particles) into several smaller files to have only the required things included. 7 年前
GitHub dadee06e Merge pull request #1153 from Unity-Technologies/lw/shadergraph_fixes 7 年前
Felipe Lira 1f60ea4c Refactored the common code to not depend on specific global variable names. 7 年前
Felipe Lira 59b51672 Moved includes to the top where it made sense. 7 年前
Felipe Lira 27947037 Shadergraph fix for LW PBR template 7 年前
Felipe Lira 95a70be2 Added IgnoreProjector tag to shaders 7 年前
Felipe Lira 9fe30bee Tweaked default shader values to be mid grey 7 年前
Felipe Lira baed4e96 Added missing d3d11_9x excludes 7 年前
Andre McGrail 3304f9f5 Tweaked default shader values to be mid grey 7 年前
Felipe Lira cdd9a0d1 Added _LOCAL_SHADOWS_ENABLED keyword 7 年前
Felipe Lira 4fec8c89 Added shader pass names so we can strip passes by pass name. 7 年前
Andre McGrail 17b2491d Added missing d3d11_9x excludes 7 年前
Felipe Lira ba310f35 Added support to local soft shadows. Added rule to strip soft shadows keyword. 7 年前
Felipe Lira 312a5259 Screenspace shadow resolve is only done in case of cascade shadows. 7 年前
GitHub 8f2d2fc8 Lw/receive shadows prop (#1830) 6 年前