Filip Iliescu
54642368
fix a bug in asset modifier that would try to modify null materials
8 年前
Filip Iliescu
9f78b2fd
fixed shadows
8 年前
Filip Iliescu
0577271e
fix spotlight rendering and cookies. also add option for setting mesh scale since FBX and obj import settings will do different things with the scale factor
8 年前
Filip Iliescu
e9c40e16
fixed a lighting bug with point lights and shadows
8 年前
Filip Iliescu
01556aaf
cleanup and refactor shader code into common functions
8 年前
Filip Iliescu
f583f50f
cleanup and consilidate shader passes and simply setup material varients on startup
8 年前
Filip Iliescu
ff01d44e
fix shadow settings and add a sun script to see shadows move based on time of day
8 年前
Filip Iliescu
23d2f9e6
Fix reflections that clip near and far plane as well as those that just clip near plane.
8 年前
uygar
c0b6dcd6
Removed the old shadow system.
Removed the temporary namespace ShadowExp.
8 年前
uygar
e76929f5
Fixed tent filter enum names.
8 年前
uygar
d82162c7
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into shadows
8 年前
uygar
617efefd
Defaulted to the hardcoded path in preparation for merging into master.
8 年前
uygar
058fa25d
Added loop hint to PCF tent sampling functions to make compilation times a bit more sane.
8 年前
FlorentGuinier
236fbc95
Merge branch 'shadows' of https://github.com/Unity-Technologies/ScriptableRenderLoop into shadows
8 年前
FlorentGuinier
8e9a6d75
[gfx-shadows] tents filters use loops for code clarity
8 年前
FlorentGuinier
9f7d66cd
[gfx-shadows] Add PCF tents filters
3x3,5x5 and 7x7
8 年前
uygar
e62577f2
Changed UI update behavior so the CustomEditor for the AdditionalLightData doesn't repaint all the time, anymore.
8 年前
FlorentGuinier
980b67d3
[gfx-shadows] First step toward adding tents pcf filters
Adding UI and placeholder shader implementation
8 年前
uygar
943f8944
Disabled the global override for now in HDRenderPipeline.
8 年前
uygar
255625f4
Added little helper to the shadow registry to set a global override for the shadow algorithm. This will disable the UI. Shader source still needs to be manually synced with this override.
8 年前
uygar
00cc82b2
Removed temporary shadow slice data struct again, as the lowendrenderpipeline declares its own struct now instead of using the renderpass.
8 年前
Filip Iliescu
0b852466
on chip reflections are working
8 年前
uygar
aa256e25
Merge branch 'master' into shadows
8 年前
Filip Iliescu
686e6420
working reflection probes. next I need to make them work on-chip ao there is no offscreen resolve and blend
8 年前
Filip Iliescu
e45b7d3c
implement two pass refelection probe rendering to debug issues with probes
8 年前
Filip Iliescu
8e3bfd4a
implement reflection probes using on-chip deferred mechanism for tiled mobile GPUs. WIP
8 年前
Filip Iliescu
6e428acc
Merge branch 'metal' into classicDeferredMobile
8 年前
uygar
8844bd4a
Added missing .meta files.
8 年前
Antti Tapaninen
204b52d0
Merge branch 'master' into metal
8 年前
uygar
8db09493
Merge branch 'master' into shadows
8 年前
Antti Tapaninen
1e761801
Merge branch 'master' into metal
8 年前
Antti Tapaninen
545f8b11
Merge branch 'master' into metal
8 年前
Antti Tapaninen
b90e5b21
Revert "HLSLcc: workaround NaN issue on iOS"
This reverts commit abc4476086ed60a8004657d2b689e16e91576386.
8 年前
Antti Tapaninen
2df09bda
Merge branch 'master' into metal
8 年前
Antti Tapaninen
c46cb0b5
Merge branch 'master' into metal
8 年前
Antti Tapaninen
46f1a7cf
Merge branch 'master' into metal
8 年前
Antti Tapaninen
06aa5d1c
Merge branch 'master' into metal
8 年前
Antti Tapaninen
eb5294a1
HLSLcc: workaround NaN issue on iOS
8 年前
Antti Tapaninen
e9a6b7ab
fix out of bounds issue
8 年前
uygar
641b5198
Removed unnecessary .orig files again.
8 年前
Antti Tapaninen
53b4031c
unify with bigTileIdx code from lightlistbuild-clustered
8 年前
uygar
1d081a77
Moved shadow related files into ShaderLibrary and common to reflect their general usage.
Added support for the new shadow library to fptl.
Introduced a new shadow include inline file to support different shadow setups for different light loops per project.
Restructured the code a bit in order to support multiple instances per project.
Fixed and issue with broken shaders when one of the samplers was set to 0.
8 年前
Antti Tapaninen
0574ef6b
Merge branch 'master' into metal
8 年前
uygar
3043024a
First step in removing the old shadow system. Stubbed out the old system in HDRenderloop.
8 年前
uygar
ce4c49e3
Fixed shadowmap rendertargets getting lost upon scene change. Also added cleanup code for rendertargets.
8 年前
uygar
0cc9116d
Fixed UnpackShadowType going out of sync with changes made to ShadowBase.cs.
8 年前
uygar
612f8c68
Inverted the order of high and low precision for better compatibility with scenes that don't have any algorithm set. 0 will now default to 32bit precision PCF 1 tap.
8 年前
uygar
015180f0
Added checking the individual shadow fade distance per light to the shadow managers prune function.
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.
Added a factor of 100 to the normal bias passed into the shader.
Updated shaders to use the new zw component for the normal bias offset.
Added bias offset code to point, spot and punctual routines as well.
8 年前
uygar
1fca69f6
Modified the ShadowContext declaration macro. Only code for slots that are not zero will be generated.
Changed the shadow context declaration so no code for cubemaps will be generated, anymore.
Modified the texfetch functions. Instead of returning from the loop the routines only break. This fixes a warning about an uninitialized variable and also leads to fewer instructions generated.
Restructured ShadowDispatch.hlsl a little bit to make changing resources and algorithms a bit easier.
8 年前