1650 次代码提交 (58f36f39-4e83-475d-bb2e-9085b3ef3439)

作者 SHA1 备注 提交日期
Sebastien Lagarde 58f36f39 Merge remote-tracking branch 'refs/remotes/origin/master' into shadows 7 年前
uygar 7f34a973 Added ifdef guards around Editor code to fix script compile errors when building a player. 7 年前
uygar acf9a7fb Fixed compile error on PS4. 7 年前
uygar c0b6dcd6 Removed the old shadow system. 7 年前
uygar e76929f5 Fixed tent filter enum names. 7 年前
uygar d82162c7 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into shadows 7 年前
uygar 617efefd Defaulted to the hardcoded path in preparation for merging into master. 7 年前
uygar 058fa25d Added loop hint to PCF tent sampling functions to make compilation times a bit more sane. 7 年前
Filip Iliescu 9f78b2fd fixed shadows 7 年前
FlorentGuinier 236fbc95 Merge branch 'shadows' of https://github.com/Unity-Technologies/ScriptableRenderLoop into shadows 7 年前
Filip Iliescu 0577271e fix spotlight rendering and cookies. also add option for setting mesh scale since FBX and obj import settings will do different things with the scale factor 7 年前
FlorentGuinier 8e9a6d75 [gfx-shadows] tents filters use loops for code clarity 7 年前
Filip Iliescu e9c40e16 fixed a lighting bug with point lights and shadows 7 年前
FlorentGuinier 9f7d66cd [gfx-shadows] Add PCF tents filters 7 年前
Filip Iliescu 01556aaf cleanup and refactor shader code into common functions 7 年前
uygar e62577f2 Changed UI update behavior so the CustomEditor for the AdditionalLightData doesn't repaint all the time, anymore. 7 年前
FlorentGuinier 980b67d3 [gfx-shadows] First step toward adding tents pcf filters 7 年前
Filip Iliescu f583f50f cleanup and consilidate shader passes and simply setup material varients on startup 7 年前
uygar 943f8944 Disabled the global override for now in HDRenderPipeline. 7 年前
Filip Iliescu ff01d44e fix shadow settings and add a sun script to see shadows move based on time of day 7 年前
uygar 255625f4 Added little helper to the shadow registry to set a global override for the shadow algorithm. This will disable the UI. Shader source still needs to be manually synced with this override. 7 年前
Filip Iliescu 23d2f9e6 Fix reflections that clip near and far plane as well as those that just clip near plane. 7 年前
Filip Iliescu 0b852466 on chip reflections are working 7 年前
Filip Iliescu 686e6420 working reflection probes. next I need to make them work on-chip ao there is no offscreen resolve and blend 7 年前
Filip Iliescu e45b7d3c implement two pass refelection probe rendering to debug issues with probes 7 年前
Filip Iliescu 8e3bfd4a implement reflection probes using on-chip deferred mechanism for tiled mobile GPUs. WIP 7 年前
uygar 00cc82b2 Removed temporary shadow slice data struct again, as the lowendrenderpipeline declares its own struct now instead of using the renderpass. 7 年前
uygar aa256e25 Merge branch 'master' into shadows 7 年前
Filip Iliescu 6e428acc Merge branch 'metal' into classicDeferredMobile 7 年前
uygar 8844bd4a Added missing .meta files. 7 年前
Antti Tapaninen 204b52d0 Merge branch 'master' into metal 7 年前
uygar 8db09493 Merge branch 'master' into shadows 7 年前
Antti Tapaninen 1e761801 Merge branch 'master' into metal 7 年前
Antti Tapaninen 545f8b11 Merge branch 'master' into metal 7 年前
Antti Tapaninen b90e5b21 Revert "HLSLcc: workaround NaN issue on iOS" 7 年前
Antti Tapaninen 2df09bda Merge branch 'master' into metal 7 年前
Antti Tapaninen c46cb0b5 Merge branch 'master' into metal 7 年前
Antti Tapaninen 46f1a7cf Merge branch 'master' into metal 7 年前
Antti Tapaninen 06aa5d1c Merge branch 'master' into metal 7 年前
uygar 641b5198 Removed unnecessary .orig files again. 7 年前
uygar 1d081a77 Moved shadow related files into ShaderLibrary and common to reflect their general usage. 7 年前
uygar 3043024a First step in removing the old shadow system. Stubbed out the old system in HDRenderloop. 7 年前
uygar ce4c49e3 Fixed shadowmap rendertargets getting lost upon scene change. Also added cleanup code for rendertargets. 7 年前
uygar 0cc9116d Fixed UnpackShadowType going out of sync with changes made to ShadowBase.cs. 7 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. 7 年前
uygar 015180f0 Added checking the individual shadow fade distance per light to the shadow managers prune function. 7 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. 7 年前
Antti Tapaninen eb5294a1 HLSLcc: workaround NaN issue on iOS 7 年前
Antti Tapaninen e9a6b7ab fix out of bounds issue 7 年前
Antti Tapaninen 53b4031c unify with bigTileIdx code from lightlistbuild-clustered 7 年前