Raymond Graham
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31f3f3cb
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Expose the number of light indices per clustered tile in the HDRenderpipelineAsset. This will allow for project specific changes.
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7 年前 |
Evgenii Golubev
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248f6d04
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Fix formatting
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7 年前 |
Felipe Lira
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47ca4b6d
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#ifdef'd LogVariants function
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7 年前 |
Yao Xiaoling
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5639b1fc
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Added Terrain shader and TerrainUI based on layered lit shader.
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7 年前 |
Sebastien Lagarde
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dc30088d
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HDRenderPipeline: Remove unnecessary header
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7 年前 |
Evgenii Golubev
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e788c519
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Port global density volumes to the interpolation volume system
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7 年前 |
Felipe Lira
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84335068
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Fixed warning.
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7 年前 |
GitHub
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e7d77484
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Merge pull request #1211 from Unity-Technologies/Fix-Wind-Settings-sampler
fix texture/sampler naming scheme for WIND_SETTINGS_Tex*
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7 年前 |
Evgenii Golubev
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e9f686c7
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Merge branch 'volumes-improvements' of https://github.com/Unity-Technologies/ScriptableRenderPipeline
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7 年前 |
Felipe Lira
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cee6f8f7
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Used autoformat tool on all changed files.
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7 年前 |
Thomas
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f1e342f8
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Allows overriding lerping behavior on volume components
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7 年前 |
Antti Tapaninen
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84d9c9ea
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fix texture/sampler naming scheme for WIND_SETTINGS_TexNoise/WIND_SETTINGS_TexGust, fixes pixelized trees issue with Fontainebleau on metal
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7 年前 |
Paul Melamed
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cc685e8d
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Add the ability to change decal shape with the handle ui control
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7 年前 |
Evgenii Golubev
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69dfe3f6
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Switch to the volume system WIP
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7 年前 |
Felipe Lira
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a39db674
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Updated ShaderGraph templates
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7 年前 |
Aleksandr Kirillov
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a4adefcb
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Merged CopyDepth and CopyDepthMSAA shaders into one and created a keyword to control the differences.
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7 年前 |
GitHub
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b9541da7
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Merge pull request #1210 from Unity-Technologies/Display-warning-message-with-VR
Display warning message with VR when not supported in HD
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7 年前 |
Evgenii Golubev
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09ba8b07
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Merge branch 'master' of https://github.com/EvgeniiG/ScriptableRenderLoop
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7 年前 |
Felipe Lira
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0c072a52
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Added pass names to improve shader stripping debug readability. Fixed a typo.
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7 年前 |
Aleksandr Kirillov
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7c8cb1a7
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Simplified DepthCopy.hlsl
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7 年前 |
sebastienlagarde
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f0d38603
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Display warning message with VR when not supported in HD
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7 年前 |
Evgenii Golubev
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999f9fa8
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Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline
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7 年前 |
Felipe Lira
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dbdca030
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Stripping Debug and HDRenderPipeline shaders.
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7 年前 |
Aleksandr Kirillov
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3e54545d
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Added stereo rendering support to CopyDepth shaders.
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7 年前 |
GitHub
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858b64ad
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Merge pull request #1197 from EvgeniiG/rename_unity_per_camera
Rename UnityPerCamera CBuffer variables (and set them from C#)
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7 年前 |
Felipe Lira
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8efb93de
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Updated LightweightPipelineCore.cs to new C# convention
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7 年前 |
Aleksandr Kirillov
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3ee0f4b3
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Added LOAD_TEXTURE2D_ARRAY_MSAA to the Core API.
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7 年前 |
Frédéric Vauchelles
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a3477180
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Update SSR for deferred
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7 年前 |
GitHub
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982c273f
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Added release notes for LWRP.
Added notes from 1.1.4-preview to initial tagged release.
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7 年前 |
Felipe Lira
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ba310f35
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Added support to local soft shadows. Added rule to strip soft shadows keyword.
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7 年前 |
Aleksandr Kirillov
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430af144
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Moved depth copying to an include file.
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7 年前 |
Frédéric Vauchelles
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4bd00e90
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Merge master
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7 年前 |
GitHub
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60d3b875
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Merge pull request #1205 from Unity-Technologies/Fix-warning
HDRenderPipeline: Fix shader and C# warning + re-arrange lightloop for env
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7 年前 |
Felipe Lira
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3bbb9197
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Upgraded lightweight UI to have local shadow settings. Upgrader asset version. Stripping local shadows based on pipeline capabilities.
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7 年前 |
GitHub
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98944227
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Merge pull request #1223 from Unity-Technologies/lw/get_rid_of_depth_prepass_when_possible
Lw/get rid of depth prepass when possible
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7 年前 |
Sebastien Lagarde
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016a2305
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HDRenderPipeline: Fix shader and C# warning + re-arrange lightloop for env
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7 年前 |
Aleksandr Kirillov
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1748dc67
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Removed an unnecessary #pragma from the CopyDepthMSAA shader.
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7 年前 |
Felipe Lira
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38d02996
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Split stripping at shader, pass and variant stage.
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7 年前 |
Stephane Laroche
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ad31624f
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-Add base 2 lobe specular GGX along with inputs and UI.
-Fix missing base* keyword setting and gui virtual function callbacks (in addition to their abstract equivalent already handled) (see BaseUnlitUI)
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7 年前 |
Aleksandr Kirillov
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0d71285d
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Now forcing a blit instead of copying a texture if we need to resolve MSAA depth.
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7 年前 |
Felipe Lira
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c30fcd10
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Added pipeline capabilities. Stripping shader meta pass and variants based on selected capabilities.
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7 年前 |
Aleksandr Kirillov
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34562958
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Added a shader that resolves a MSAA depth RT to execute on platforms that support tex2dms.
The only setup when we can skip depth copy and depth prepass is postfx + no screen-space shadows + no MSAA.
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7 年前 |
Felipe Lira
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bbeadae5
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Added LightweightKeywords and ShaderPreprocessor. Stripping Meta pass from build.
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7 年前 |
Aleksandr Kirillov
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9ed48265
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Fixed a wrong condition check.
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7 年前 |
Felipe Lira
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4fec8c89
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Added shader pass names so we can strip passes by pass name.
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7 年前 |
Aleksandr Kirillov
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17b92683
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Cleaned up depth prepass and depth copy setup code.
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7 年前 |
Felipe Lira
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a15c7e93
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Removed NO_SHADOWS define as it's not really necessary. If one doesn't want shadow support only thing that needs to be done is to not define _SHADOWS_ENABLED or _LOCAL_SHADOWS_ENABLED in the shader.
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7 年前 |
Aleksandr Kirillov
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7e1af428
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Fixed a check whether the system supports copying depth textures.
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7 年前 |
Felipe Lira
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cdd9a0d1
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Added _LOCAL_SHADOWS_ENABLED keyword
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7 年前 |
GitHub
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0c2357e7
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Merge pull request #1216 from Unity-Technologies/lw/fixes
Lw/fixes
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7 年前 |