Felipe Lira
5e96c7f1
Fixed issue in the order of local light shadow indices. Shadow info gets stored into a shadow bitmask. Refactored to make both lit and shadow pass use the lightData struct.
7 年前
Aleksandr Kirillov
10d82e06
Refactored the common code to not depend on specific global variable names.
7 年前
GitHub
08de75b2
Merge pull request #1135 from Unity-Technologies/Fix-up-layered-lit-materials-with-a-subsurface-mask-map
Fix up layered lit materials with a subsurface mask map
7 年前
Evgenii Golubev
e51b0e0a
Revert the change which passes sample extinction to light evaluation routines
7 年前
Felipe Lira
4d2339f3
api refactor to improve readability
7 年前
GitHub
8d3d47a2
Merge pull request #1128 from Unity-Technologies/lw/fix_pbr_shader
Fixed a compilation error in LW PBR Standard shader
7 年前
Paul Melamed
22cfa928
added texture2d atlas
7 年前
Sebastien Lagarde
7fa77a07
Fix up layered lit materials with a subsurface mask map
7 年前
Evgenii Golubev
8db6f218
Optimize SampleHemisphereCosine() to not require a tangent frame
7 年前
Felipe Lira
ca30e010
precompute the list of local light shadows so we only generate the shadow CB if there is at least one local shadow casting light.
7 年前
Aleksandr Kirillov
1330d603
Fixed a compilation error in LW PBR Standard shader
7 年前
Paul Melamed
76eb75c7
Merge branch 'master' into decals/texture_atlas
7 年前
GitHub
f25323ae
Merge pull request #1133 from Unity-Technologies/Branch_FixSkyOverrideIssue
Fixed an issue where putting Sky Lighting Override mask to "Everythin…
7 年前
Evgenii Golubev
694eebc4
Fix the NaN issue with IntersectRayAABB()
7 年前
Felipe Lira
5a8e42e7
Added support to up to 4 shadow casting lights in the base pass
7 年前
GitHub
a53684d0
Merge pull request #1127 from Unity-Technologies/lw/surface_cb_split
Lw/surface cb split
7 年前
Paul Melamed
0c97c0da
initial commit
7 年前
GitHub
e1279e5b
Merge pull request #1132 from Unity-Technologies/decals/transform_fix
fix decal projector not reacting to change in transform, add more des…
7 年前
Evgenii Golubev
17d8f4ec
Improve the quality of volumetric lighting reprojection
7 年前
Felipe Lira
a0c08eaf
Further simplifications for the main directional fast path
7 年前
Aleksandr Kirillov
1f1983cd
Fixed a typo in PBS particle surface data initializer
7 年前
Paul Melamed
45bae982
fix decal projector not reacting to change in transform, add more descriptive comments to DecalUtilities shader code.
7 年前
GitHub
7650c7a6
Merge pull request #1121 from EvgeniiG/master
Add local box volume support to volumetrics
7 年前
Evgenii Golubev
d1979a90
Update the reference
7 年前
Felipe Lira
caddf3df
Removed light sorting. We won't need it with multipass strategy.
7 年前
Aleksandr Kirillov
0983d198
Moved SurfaceData to InputSrufaceCommon.
Merged CBs for particles.
7 年前
GitHub
b9ca6b50
Merge pull request #1123 from Unity-Technologies/Branch_FixNonFullScreenWireframe
Fixed an issue when using wireframe without a full screen render targ…
7 年前
Evgenii Golubev
92ea5c34
Clean up VBuffer sampling
7 年前
Felipe Lira
577f4336
fixed error in shadow sampling of local lights.
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
GitHub
eb9c9469
Merge pull request #1125 from Unity-Technologies/decal_compiler_warning_fix
Fix compile warning for decals about using derivatives inside a loop
7 年前
Evgenii Golubev
8ebbdf07
Fix the edge darkening issue with volumetric lighting
7 年前
Felipe Lira
fe8ef8dc
Optimized light indexing to use conditional moves instead of dynamic indexing the constant.
7 年前
Aleksandr Kirillov
609209a9
Split the surface UnityPerMaterial CB into three (common, simple lighting and PBS).
7 年前
Julien Ignace
59d93b72
Fixed an issue where putting Sky Lighting Override mask to "Everything" would cause the scene view background not to be cleared anymore
- Now clearing background only test the validity of the "Visual Sky" (instead of testing also the "Lighting Sky")
- Added a warning if "Everything" is set as a Sky Lighting Override Mask
- Changed the behavior of SceneView wrt to Volume layer mask. Now it uses the mask of the "main camera" if it exists, otherwise we use Everything minus Lighting Override Mask
7 年前
GitHub
7845ee5b
Merge pull request #1126 from Unity-Technologies/build/automation
Revert modified package.json during prepare
7 年前
Evgenii Golubev
5ef3dc32
Fix issue with out-of-bounds look-ups in the clustered data structure
7 年前
Felipe Lira
7597374d
Split directional and local light shadow maps.
7 年前
Julien Ignace
575409ef
Fixed an issue when using wireframe without a full screen render target in HDRP
7 年前
GitHub
c8b5dd66
Merge pull request #1115 from Unity-Technologies/Branch_DebugWindowFix
Fixed a null ref exception with DebugWindow when users keep the windo…
7 年前
Evgenii Golubev
6737bfa1
Tabify
7 年前
Paul Melamed
2cf56db5
fix texture lod selection for clustered decals
7 年前
lyndon homewood
0e2f2f9c
Corrected parameters to tex.GetDimensions in GetMipCount
(no resulting functional change)
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
2c105ee5
Fixed shadowmap leaking.
7 年前
Evgenii Golubev
1d711357
Merge 'upstream/master'
7 年前
Paul Melamed
fda16b62
Fix compile warning for decals about using derivatives inside a loop
7 年前
lyndon homewood
dc5e1aa0
Enabled the texture streaming debugging update in 2018.2
7 年前
Felipe Lira
1e0a5a30
Merge branch 'lw/shadow-optimization'
7 年前
GitHub
8dc77b62
Merge pull request #1111 from Unity-Technologies/lw/shader-optimization
Lw/shader optimization
7 年前