Sebastien Lagarde
|
4a161d5a
|
HDRenderPipeline: Sharing envlight code
|
7 年前 |
Raymond Graham
|
31f3f3cb
|
Expose the number of light indices per clustered tile in the HDRenderpipelineAsset. This will allow for project specific changes.
|
7 年前 |
Evgenii Golubev
|
248f6d04
|
Fix formatting
|
7 年前 |
Felipe Lira
|
47ca4b6d
|
#ifdef'd LogVariants function
|
7 年前 |
Yao Xiaoling
|
5639b1fc
|
Added Terrain shader and TerrainUI based on layered lit shader.
|
7 年前 |
Sebastien Lagarde
|
dc30088d
|
HDRenderPipeline: Remove unnecessary header
|
7 年前 |
Evgenii Golubev
|
e788c519
|
Port global density volumes to the interpolation volume system
|
7 年前 |
Felipe Lira
|
84335068
|
Fixed warning.
|
7 年前 |
GitHub
|
e7d77484
|
Merge pull request #1211 from Unity-Technologies/Fix-Wind-Settings-sampler
fix texture/sampler naming scheme for WIND_SETTINGS_Tex*
|
7 年前 |
Evgenii Golubev
|
e9f686c7
|
Merge branch 'volumes-improvements' of https://github.com/Unity-Technologies/ScriptableRenderPipeline
|
7 年前 |
Felipe Lira
|
cee6f8f7
|
Used autoformat tool on all changed files.
|
7 年前 |
Thomas
|
f1e342f8
|
Allows overriding lerping behavior on volume components
|
7 年前 |
Antti Tapaninen
|
84d9c9ea
|
fix texture/sampler naming scheme for WIND_SETTINGS_TexNoise/WIND_SETTINGS_TexGust, fixes pixelized trees issue with Fontainebleau on metal
|
7 年前 |
Paul Melamed
|
cc685e8d
|
Add the ability to change decal shape with the handle ui control
|
7 年前 |
Evgenii Golubev
|
69dfe3f6
|
Switch to the volume system WIP
|
7 年前 |
Felipe Lira
|
a39db674
|
Updated ShaderGraph templates
|
7 年前 |
Aleksandr Kirillov
|
a4adefcb
|
Merged CopyDepth and CopyDepthMSAA shaders into one and created a keyword to control the differences.
|
7 年前 |
GitHub
|
b9541da7
|
Merge pull request #1210 from Unity-Technologies/Display-warning-message-with-VR
Display warning message with VR when not supported in HD
|
7 年前 |
Evgenii Golubev
|
09ba8b07
|
Merge branch 'master' of https://github.com/EvgeniiG/ScriptableRenderLoop
|
7 年前 |
Felipe Lira
|
0c072a52
|
Added pass names to improve shader stripping debug readability. Fixed a typo.
|
7 年前 |
Aleksandr Kirillov
|
7c8cb1a7
|
Simplified DepthCopy.hlsl
|
7 年前 |
sebastienlagarde
|
f0d38603
|
Display warning message with VR when not supported in HD
|
7 年前 |
Evgenii Golubev
|
999f9fa8
|
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline
|
7 年前 |
Felipe Lira
|
dbdca030
|
Stripping Debug and HDRenderPipeline shaders.
|
7 年前 |
Aleksandr Kirillov
|
3e54545d
|
Added stereo rendering support to CopyDepth shaders.
|
7 年前 |
GitHub
|
858b64ad
|
Merge pull request #1197 from EvgeniiG/rename_unity_per_camera
Rename UnityPerCamera CBuffer variables (and set them from C#)
|
7 年前 |
Felipe Lira
|
8efb93de
|
Updated LightweightPipelineCore.cs to new C# convention
|
7 年前 |
Aleksandr Kirillov
|
3ee0f4b3
|
Added LOAD_TEXTURE2D_ARRAY_MSAA to the Core API.
|
7 年前 |
Frédéric Vauchelles
|
a3477180
|
Update SSR for deferred
|
7 年前 |
GitHub
|
982c273f
|
Added release notes for LWRP.
Added notes from 1.1.4-preview to initial tagged release.
|
7 年前 |
Felipe Lira
|
ba310f35
|
Added support to local soft shadows. Added rule to strip soft shadows keyword.
|
7 年前 |
Aleksandr Kirillov
|
430af144
|
Moved depth copying to an include file.
|
7 年前 |
Frédéric Vauchelles
|
4bd00e90
|
Merge master
|
7 年前 |
GitHub
|
60d3b875
|
Merge pull request #1205 from Unity-Technologies/Fix-warning
HDRenderPipeline: Fix shader and C# warning + re-arrange lightloop for env
|
7 年前 |
Felipe Lira
|
3bbb9197
|
Upgraded lightweight UI to have local shadow settings. Upgrader asset version. Stripping local shadows based on pipeline capabilities.
|
7 年前 |
GitHub
|
98944227
|
Merge pull request #1223 from Unity-Technologies/lw/get_rid_of_depth_prepass_when_possible
Lw/get rid of depth prepass when possible
|
7 年前 |
Sebastien Lagarde
|
016a2305
|
HDRenderPipeline: Fix shader and C# warning + re-arrange lightloop for env
|
7 年前 |
Aleksandr Kirillov
|
1748dc67
|
Removed an unnecessary #pragma from the CopyDepthMSAA shader.
|
7 年前 |
Felipe Lira
|
38d02996
|
Split stripping at shader, pass and variant stage.
|
7 年前 |
Stephane Laroche
|
ad31624f
|
-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)
|
7 年前 |
Aleksandr Kirillov
|
0d71285d
|
Now forcing a blit instead of copying a texture if we need to resolve MSAA depth.
|
7 年前 |
Felipe Lira
|
c30fcd10
|
Added pipeline capabilities. Stripping shader meta pass and variants based on selected capabilities.
|
7 年前 |
Aleksandr Kirillov
|
34562958
|
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.
|
7 年前 |
Felipe Lira
|
bbeadae5
|
Added LightweightKeywords and ShaderPreprocessor. Stripping Meta pass from build.
|
7 年前 |
Aleksandr Kirillov
|
9ed48265
|
Fixed a wrong condition check.
|
7 年前 |
Felipe Lira
|
4fec8c89
|
Added shader pass names so we can strip passes by pass name.
|
7 年前 |
Aleksandr Kirillov
|
17b92683
|
Cleaned up depth prepass and depth copy setup code.
|
7 年前 |
Felipe Lira
|
a15c7e93
|
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.
|
7 年前 |
Aleksandr Kirillov
|
7e1af428
|
Fixed a check whether the system supports copying depth textures.
|
7 年前 |
Felipe Lira
|
cdd9a0d1
|
Added _LOCAL_SHADOWS_ENABLED keyword
|
7 年前 |