Felipe Lira
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52030767
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Fixed a shader compiler error due to glsl optimiser not understand interpolator arrays. Added shader keywords for cascades and vertex lighting.
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8 年前 |
Felipe Lira
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0ea8fe1a
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Removed the now uncessary legacy MGD files. Unity can now load libMGD if it is in the correct folder.
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8 年前 |
Felipe Lira
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3ca50804
|
Fixed the clear issue that was causing the RT to be clear before setting the camera.
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8 年前 |
Felipe Lira
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96a96f65
|
UNITY_INITIALIZE_OUTPUT defined to nothing in OpenGL ES iOS build which was causing graphics issues on iOS.
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8 年前 |
Felipe Lira
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fba67c86
|
Name refactors and conversion from tabs to spaces.
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8 年前 |
Felipe Lira
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2707e7d4
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Fixed shadow cascades issues. Cascade selection now uses the split spheres as cascade selection.
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8 年前 |
Felipe Lira
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f48ff264
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Further renaming to keep consistency with documentation.
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8 年前 |
Felipe Lira
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870e00ba
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Refactored LowEndMobile pipeline to have constant nomeclature across all modules. Organized project strucuture for clearer reference.
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8 年前 |
Felipe Lira
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00dbd214
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Added options to use specular from base map and to choose wheter to use glossines from diffuse alpha (specular mask) or specular texture.
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8 年前 |
Felipe Lira
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45ce8af5
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Fixed shadow bias. Moved PCF filtering to _SOFT_SHADOWS. Made a few settings more user friendly.
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8 年前 |
Felipe Lira
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3f96479b
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Added RenderPipeline custom inspector.
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8 年前 |
Felipe Lira
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e72ab523
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Removed dummy workaround passes from shader. Added dynamic pixel lights to scene.
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8 年前 |
Felipe Lira
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1bbdcd6d
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Fixed rendering on metal
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8 年前 |
Felipe Lira
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9f7c7922
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Added custom shader material to set correctly shader keywords for LRRenderPipeline.
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8 年前 |
Felipe Lira
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11a8a1a4
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MaterialUpgrader for Mobile to LDRenderPipeline and small changes to allow gloss & shineness on LDRenderPipeline. Temporary workaround the issue that was causing Lightmap to crash unity.
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8 年前 |
Felipe Lira
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9dbfe2c5
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Renames assets to Pipeline convention.
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8 年前 |
Felipe Lira
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38a9956f
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Due to target hardware restrictions (ALU/bandwidth) LD won't support the same standard shader workflow. Instead a specular limited will be available.
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8 年前 |
Felipe Lira
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065244b9
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Created base setup to support both metallic and specular in LDPipeline
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8 年前 |
Felipe Lira
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9bcbdc22
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Added the "RenderPipeline" shader tag. moved all settings from QualitySettings to Pipeline asset.
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8 年前 |
Felipe Lira
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33d7e522
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Upgrade mateiral upgrader to suit LDRenderLoop needs.
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8 年前 |
Felipe Lira
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6fff2662
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Updated default pipeline asset to more conservative lowend settings.
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8 年前 |
Felipe Lira
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f39c298e
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Fixed error after merge.
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8 年前 |
Felipe Lira
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0905d0bc
|
Merge branch 'master' into lowendmobile
# Conflicts:
# Assets/ScriptableRenderPipeline/RenderPasses/ShadowRenderPass.cs
# ProjectSettings/QualitySettings.asset
|
8 年前 |
Felipe Lira
|
be52007a
|
Merge branch 'master' into lowendmobile
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8 年前 |
Felipe Lira
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17101aa5
|
Changed the LDRenderLoop to define a minimal shadow setup instead of using the one from FPTL/HDRenderPipe. This will make it also easier for users to understand and provide example beyond the basic render loop.
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8 年前 |
Felipe Lira
|
e606701e
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Added support to query shadowbias from Light. Fixed glossiness in specular.
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8 年前 |
Felipe Lira
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94d1068c
|
Added 4 tap shadowmap filtering.
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8 年前 |
Felipe Lira
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db6e8103
|
- Optimized tangetToWorld matrix multiplication
- Moved SH code to use builtin shader constansts. (SHA, SHB, SHC)
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8 年前 |
Felipe Lira
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d9ff7a64
|
Added MGD interceptor library and manifest to use Mali Graphics Debugger.
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8 年前 |
Felipe Lira
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5450c598
|
Fixed Lightmap issue and shadow issues on mobile.
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8 年前 |
Felipe Lira
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89e8323a
|
Added a material upgrader to convert VikingVillage materials to LD Pipeline ones.
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8 年前 |
Felipe Lira
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926abc33
|
Changed shader to specular setup and made a few cleanups.
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8 年前 |
Felipe Lira
|
5dcbc378
|
Removed old ScriptableRenderLoop and Pipeline namespaces.
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8 年前 |
Felipe Lira
|
05e84b23
|
Merge branch 'master' into lowendmobile
|
8 年前 |
Felipe Lira
|
21e43adc
|
Added Fog
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8 年前 |
Felipe Lira
|
3bba2de4
|
Added NormalMap, Emission and Occlusion
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8 年前 |
Felipe Lira
|
7adeb563
|
Added non-directional Lightmap support
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8 年前 |
Felipe Lira
|
c9e863e4
|
Shadow slice resolution being computed automatically for best fit in the shadow atlas.
Moved all non-serialized settings from pipeline asset to pipeline instance.
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8 年前 |
Felipe Lira
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695bb05c
|
Fixed shadow cascade interpolation issues. Fixed the case when no cascade was enabled was causing wrong shadowmap rendering.
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8 年前 |
Felipe Lira
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a749dbac
|
Fixed cascade index selection.
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8 年前 |
Felipe Lira
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42f40c32
|
Updated LowEndRenderPipeline to use the new RenderPipelineAsset
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8 年前 |
Felipe Lira
|
782077fb
|
Merge branch 'master' into lowendmobile
# Conflicts:
# ProjectSettings/GraphicsSettings.asset
|
8 年前 |
Felipe Lira
|
5ccdddfc
|
LowEndMobile Pipeline - Added Shadows.
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8 年前 |