Felipe Lira
e42f8f63
Renamed and refactored shadowpass to improve readability
7 年前
Frédéric Vauchelles
f2621813
Fixed mip size and RT creation while computing planar convolution mip chain
7 年前
sebastienlagarde
82122b4d
fix fogbugz 989321
7 年前
Felipe Lira
a05bc76c
Remover near plane offset configuration from pipeline asset. We use the configuration set in the light itself.
7 年前
Frédéric Vauchelles
b46b3284
(wip) Added planar convolution
7 年前
sebastienlagarde
ef051016
Update default settings for planar reflection
7 年前
Felipe Lira
c2267f06
Moved shadow related code from LightweightPipeline.cs into a proper shadow pass class
7 年前
Andre McGrail
a796ea1d
Reverted required shader feature in the standard shader
Added Cull option to the simple lighting depth only pass
7 年前
Frédéric Vauchelles
7a36ca8a
Refactored pyramid buffer processors
7 年前
sebastienlagarde
149755a5
HDRenderPipeline: Update various missing meta file
7 年前
Felipe Lira
b026c884
excluding world pos interpolater after merge
7 年前
Andre McGrail
cb320661
Initial push
-Fixed Shader Graph PBR template shadows and defines to match LW
-Fixed Shader Graph Unlit template defines to match LW
-Culling in depth pre pass fixed in LW PBR
7 年前
Frédéric Vauchelles
69d0037d
Updated UI for planar reflection
7 年前
GitHub
5854bde8
Merge pull request #1138 from Unity-Technologies/Branch_HideDebugExposure
Hide debug exposure entry when no related debug mode is enabled.
7 年前
Felipe Lira
de8adb82
Merge branch 'LWRP' into lw/multipass
# Conflicts:
# ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
# ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLit.hlsl
# ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl
# ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl.meta
# ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader
7 年前
Aleksandr Kirillov
be56a0c2
Fixed spotlights in LW PBR.
7 年前
GitHub
a022b93b
Merge pull request #1139 from Unity-Technologies/feature/PyramidBuffer
Restored sky lighting override mask
7 年前
GitHub
5e57070a
Merge pull request #1134 from Unity-Technologies/lw/fix_shadergraph
Shadergraph fix for LW PBR template
7 年前
Frédéric Vauchelles
04e13257
Added TileLayout utilities
7 年前
Aleksandr Kirillov
fa774db9
Refactored some leftovers missed in the previous refactor. (SampleSpecularGloss)
7 年前
Frédéric Vauchelles
6a09cec1
Restored sky lighting override mask
7 年前
GitHub
b357f4bf
Merge pull request #1137 from Unity-Technologies/feature/PyramidBuffer
Pyramid buffer viewport support
7 年前
Aleksandr Kirillov
9af33ea3
Merge branch 'LWRP' into lw/fix_shadergraph
# Conflicts:
# ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader
7 年前
Frédéric Vauchelles
d07a7129
Added changelog
7 年前
Aleksandr Kirillov
c856eeed
Fixed broken shadergraph LW PBR shader template.
7 年前
GitHub
81d0b3df
Merge pull request #1130 from Unity-Technologies/lw/common_refactor
Refactored the LWRP common code to not depend on...
7 年前
Frédéric Vauchelles
ad93368d
Fixed color pyramid buffer
7 年前
Felipe Lira
421fd93d
Fix for the unmatching command buffer message
7 年前
Frédéric Vauchelles
05aa3232
Removed useless kernels
7 年前
Julien Ignace
a851ac6e
Hide debug exposure entry when no related debug mode is enabled.
7 年前
GitHub
7f7b6cd3
Merge pull request #1118 from Unity-Technologies/lw/bugfixes
Lw/bugfixes
7 年前
Frédéric Vauchelles
cac44820
Fixed depth pyramid buffer
7 年前
GitHub
fcb12503
Merge pull request #1112 from Unity-Technologies/Branch_DebugExposure
Added debug exposure parameter to several debug modes.
7 年前
Frédéric Vauchelles
a939e5aa
Added TexturePadding utility
7 年前
GitHub
e34444b0
Merge pull request #1136 from Unity-Technologies/decals/alpha_refactor
For opaques use decal diffuse alpha for all channels.
7 年前
Aleksandr Kirillov
01eba7d0
Moved includes to the top where it made sense.
Scale is now an optional parameter in SampleNormal function and has half precision.
_EmissionColor is now explicitly swizzled to .rgb
7 年前
Paul Melamed
ac77aad6
For opaques use decal diffuse alpha for all channels.
For transparent, if material alpha is less than decal alpha replace it with decal alpha.
7 年前
Frédéric Vauchelles
ab299efc
Added viewport copy for GPUCopy
7 年前
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