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
Antti Tapaninen
53b4031c
unify with bigTileIdx code from lightlistbuild-clustered
8 年前
Antti Tapaninen
0574ef6b
Merge branch 'master' into metal
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
uygar
cefe8b15
Merge branch 'master' into shadows
8 年前
Filip Iliescu
996434fd
update local copies of HLSLSupport and UnityStandardCore to match changes in Unity src tree and fix errors after updating
8 年前
Filip Iliescu
db72d2ac
Create test scene for Classic OnChip Deferred Renderloop
8 年前
Filip Iliescu
70de8f67
fix a bug causing bad rendering in standard shader.
8 年前
Filip Iliescu
5b00b86c
implement a material upgrader to port standard shader for all materials to one belonging to renderloop
8 年前
Filip Iliescu
1109a6c7
initial port of Classic OnChip Deferred Mobile Renderloop based on exisitng standard and deferred shaders from built-in renderloops with new shadows.
8 年前
uygar
f4c6d4da
Added .meta file for Resources folder.
8 年前
uygar
d717a22e
Added additional bias parameter for all algorithms.
Changed the scale of the PCF bias parameter.
8 年前
uygar
95a0d58b
Fixed winding order of objects renderered into point shadowmaps.
Pulled point light matrix and split plane calculations from C++ into C#.
Removed cullresults and index parameters from the ShadowUtils helper function for point lights.
Added new ShadowUtilsConstants class which contains constants to work with cubemaps.
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.
Merged directional and point/spot lights into the same atlas again. Added two additional atlases to support 16 bpp VSM style shadow maps.
Added new dropdown to AdditionalLightData to select precision if available.
8 年前
Antti Tapaninen
a8edd715
Merge branch 'master' into metal
8 年前
Antti Tapaninen
a38bee23
Merge branch 'master' into metal
8 年前
Antti Tapaninen
2cce2981
Merge branch 'master' into metal
8 年前
Filip Iliescu
ac3a3376
remove local atomics from FPTL for Mobile
8 年前
Antti Tapaninen
6905e65f
Merge branch 'master' into metal
8 年前
Antti Tapaninen
77eb16d6
Merge branch 'master' into metal
8 年前
Antti Tapaninen
42af929e
Merge branch 'metal' of github.com:Unity-Technologies/ScriptableRenderLoop into metal
8 年前
Filip Iliescu
7344b48c
update project settings for iOS and metal
8 年前
Filip Iliescu
9c8adb1a
enable panaroma for iOS
8 年前
Antti Tapaninen
3a792c86
remove .orig file
8 年前
sebastienlagarde
2e15537d
HDRenderPipeline: rename disableFptlWhenClustered to enableFptlForOpaqueWhenClustered
8 年前
sebastienlagarde
53c4ba59
HDRenderPipeline: Apply tiling on both base and details map (was only on base)
8 年前
runes
8d6eac51
compile fixes for xbox one
8 年前
runes
84860a17
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
uygar
f41b5af9
Added missing compute shader from previous commit.
8 年前
uygar
94d9ef0a
Added support for choosing shadow algorithms. Each algorithm can have up to 8 variants.
Added VSM, EVSM and MSM shadowmaps.
Added custom editor to additional light data for drawing shadow specific UI.
8 年前
runes
cb7bce50
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
uygar
4ab44f55
Added missing call to postupdate in shadow atlas after rendering the last shadowmap.
8 年前
uygar
15b40544
Updated project version to new version formatting.
8 年前
uygar
4d0a2ea9
Capitalized unpack function name.
8 年前
uygar
72e1a88c
Fixed shader compilation errors caused by the previous merge when enabling the new shadow system.
8 年前
uygar
77102a68
Merge branch 'master' into shadows
8 年前
uygar
e54554a7
Assigned proper tile producer to hdrenderpipeline.
8 年前
uygar
26a238ec
Disabled new shadow system again in preparation of a merge into the main branch.
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.
Updated the code to use the new shadow payload struct instead of a simple int[] array.
Removed an obsolete assertion.
8 年前
uygar
02e3fa95
Moved shadow sampling patterns into a new file called ShadowSampling.hlsl.
Modified functions in ShadowAlgorthims.hlsl to use the sampling functions in the new sampling header.
8 年前
runes
2ce17b6c
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
uygar
9372c439
Moved shadow setup related code into its own class to make separation from the light loop easier.
8 年前
uygar
a9dc4866
Modified ShadowmapBase by adding a new enum bitmask designating the supported shadow types by this shadowmap.
Modified ShadowManager to take an array of shadow maps instead of only one. The shadowmanager will allocate lights according to each shadowmap's supported shadows mask. Shadowmaps are traversed in order specified in the constructor. Currently there's a limit of 4 maps per light type.
Changed shadow sampling functions in shader code to support multiple comparison samplers.
Modified tilepass to pass two shadowmaps, one for directional, one for point lights, to the shadowmanager to test the new functionality. This will probably change again soon.
8 年前
uygar
7f956895
Removed obsolete line from shadow.hlsl file.
Replaced tabs with spaces.
8 年前