Felipe Lira
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4fe2fdda
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Controls the amount of local lights shaded in a pass based on the support for StructuredBuffer
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7 年前 |
Felipe Lira
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7f179dc1
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Minor improvements to light index buffer.
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7 年前 |
Felipe Lira
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e1a64f54
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Added support to multiple shadow casting lights.
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7 年前 |
Felipe Lira
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3550c0cf
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fixed wrong light shadow indexing in PBS shader
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7 年前 |
Felipe Lira
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86fd75ea
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Changed local shadow strength to use a float array instead of vec4 so we can do fast indexing on most platforms.
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7 年前 |
Frédéric Vauchelles
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af3007d3
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Use operator[] instead of LOAD on RWTexture2D
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7 年前 |
Felipe Lira
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bf164955
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Fixed some issues with multiple shadow casting lights.
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7 年前 |
Frédéric Vauchelles
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4f1b9eae
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Merge branch 'master' into feature/PlanarReflectionUI
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/BufferPyramid.cs
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7 年前 |
GitHub
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77f8a26a
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Merge pull request #1143 from Unity-Technologies/feature/RefactorBufferPyramidVariables
Renamed properly buffer pyramid variables
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7 年前 |
Felipe Lira
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81523ea2
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Cap local shadow casting lights to max of 1 for now. We need to pass in to shader the bias and scale for each shadow.
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7 年前 |
GitHub
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7bfc3e85
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Merge pull request #1146 from Unity-Technologies/fix-1145
Fix for issue 1145 and also fix standalone builds
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7 年前 |
Felipe Lira
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ae197d2f
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Removed unused shader define
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7 年前 |
Mikko Strandborg
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ed187777
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Fix standalone builds: Light.lightmapBakeType is only available in the editor
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7 年前 |
Frédéric Vauchelles
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8b5b5f95
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Updated changelog
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7 年前 |
Felipe Lira
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66f3ec92
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Added support to ComputeBuffer for non mobile and non WebGL platforms.
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7 年前 |
Paul Melamed
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0702ab28
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copying sample texture into 4kx4k atlas
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7 年前 |
Mikko Strandborg
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d0f3c3c1
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Fix for issue 1145: add enableRandomWrite for the color pyramid surfaces
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7 年前 |
Frédéric Vauchelles
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253790d4
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Renamed properly buffer pyramid variables
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7 年前 |
Frédéric Vauchelles
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5d1e46bc
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Moved CoreRP files in folders for readbility
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7 年前 |
Frédéric Vauchelles
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085e9237
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(wip) Refactored screen space tracing for refraction
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7 年前 |
Felipe Lira
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e9dc4f31
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We can't add an extra shader keyword. For now if we have shadows enabled we compute occlusion on both directional and local lights.
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7 年前 |
Paul Melamed
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d37105f2
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Merge branch 'master' into decals/texture_atlas
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7 年前 |
GitHub
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de1ddf54
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Fix light intensity bug which allowed negative values
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7 年前 |
Felipe Lira
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b1944d59
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Cast shadows prop removed, we use shadow strenght instead. Reverted changes that removed light type from w position component. We might want it to be generic in case people want to use other shaders with LW.
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7 年前 |
Frédéric Vauchelles
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8c5ec0b2
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Updated changelog
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7 年前 |
GitHub
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72eb8fea
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Merge pull request #1140 from Unity-Technologies/fix-fogbugz-989321
fix fogbugz 989321 - Light broken when created as "Area" light
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7 年前 |
Felipe Lira
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e42f8f63
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Renamed and refactored shadowpass to improve readability
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7 年前 |
Frédéric Vauchelles
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f2621813
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Fixed mip size and RT creation while computing planar convolution mip chain
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7 年前 |
sebastienlagarde
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82122b4d
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fix fogbugz 989321
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7 年前 |
Felipe Lira
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a05bc76c
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Remover near plane offset configuration from pipeline asset. We use the configuration set in the light itself.
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7 年前 |
Frédéric Vauchelles
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b46b3284
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(wip) Added planar convolution
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7 年前 |
sebastienlagarde
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ef051016
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Update default settings for planar reflection
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7 年前 |
Felipe Lira
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c2267f06
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Moved shadow related code from LightweightPipeline.cs into a proper shadow pass class
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7 年前 |
Frédéric Vauchelles
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7a36ca8a
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Refactored pyramid buffer processors
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7 年前 |
sebastienlagarde
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149755a5
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HDRenderPipeline: Update various missing meta file
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7 年前 |
Felipe Lira
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b026c884
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excluding world pos interpolater after merge
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7 年前 |
Frédéric Vauchelles
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69d0037d
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Updated UI for planar reflection
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7 年前 |
GitHub
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5854bde8
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Merge pull request #1138 from Unity-Technologies/Branch_HideDebugExposure
Hide debug exposure entry when no related debug mode is enabled.
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7 年前 |
Felipe Lira
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de8adb82
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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
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7 年前 |
Aleksandr Kirillov
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be56a0c2
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Fixed spotlights in LW PBR.
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7 年前 |
GitHub
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a022b93b
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Merge pull request #1139 from Unity-Technologies/feature/PyramidBuffer
Restored sky lighting override mask
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7 年前 |
GitHub
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5e57070a
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Merge pull request #1134 from Unity-Technologies/lw/fix_shadergraph
Shadergraph fix for LW PBR template
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7 年前 |
Frédéric Vauchelles
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04e13257
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Added TileLayout utilities
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7 年前 |
Aleksandr Kirillov
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fa774db9
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Refactored some leftovers missed in the previous refactor. (SampleSpecularGloss)
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7 年前 |
Frédéric Vauchelles
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6a09cec1
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Restored sky lighting override mask
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7 年前 |
GitHub
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b357f4bf
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Merge pull request #1137 from Unity-Technologies/feature/PyramidBuffer
Pyramid buffer viewport support
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7 年前 |
Aleksandr Kirillov
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9af33ea3
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Merge branch 'LWRP' into lw/fix_shadergraph
# Conflicts:
# ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader
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7 年前 |
Frédéric Vauchelles
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d07a7129
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Added changelog
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7 年前 |
Aleksandr Kirillov
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c856eeed
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Fixed broken shadergraph LW PBR shader template.
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7 年前 |
GitHub
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81d0b3df
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Merge pull request #1130 from Unity-Technologies/lw/common_refactor
Refactored the LWRP common code to not depend on...
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7 年前 |