Aleksandr Kirillov
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7e7e8ed5
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WIP fix depth copy to scene view camera
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7 年前 |
GitHub
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0c7c73e4
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Merge pull request #1252 from Unity-Technologies/lw/shader-keywords-stripping-v2
Stripped invalid variants.
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7 年前 |
Yao Xiaoling
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534a3864
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Remove unused shader code. Compute terrain tangent in code.
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7 年前 |
GitHub
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a346a121
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Merge pull request #1247 from Unity-Technologies/lw/api-review-v1
Lw/api review v1
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7 年前 |
Yao Xiaoling
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479defc9
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Remove other material features from terrain other than StandardLit.
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7 年前 |
Evgenii Golubev
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ad3d1e7c
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Enable volumetric fog by default
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7 年前 |
Felipe Lira
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298cb6b0
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Auto format of shader graph files.
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7 年前 |
Yao Xiaoling
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ed866ff3
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Renamed: Terrain -> TerrainLit. Added TerrainLitData.hlsl by duplicating LayeredLit.hlsl.
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7 年前 |
Evgenii Golubev
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c2bcff92
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Fix the bug preventing decals and density volumes from coexisting
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7 年前 |
Felipe Lira
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5d3094de
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Deleted LightweightUtils. Moved work to Core (partial class). Normalized files with the autoformat tool to be consistent to the convention.
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7 年前 |
Felipe Lira
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fab1cd33
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Stripped invalid variants. Reduced Standard shader with full settings to 43.75% variants. Furter reduced tandard shader with minimal settings to 2.08%.
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7 年前 |
GitHub
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15d94d6d
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Merge pull request #1244 from Unity-Technologies/lw/depth_copy_vr_support
Lw/depth copy vr support
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7 年前 |
Yao Xiaoling
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37aae303
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Removed vertex color mode which was intended to alter the blend mask.
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7 年前 |
Evgenii Golubev
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16866dfe
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Fix numerical issues with the default volumetric fog mean free path
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7 年前 |
GitHub
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9aa25b18
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Merge pull request #1243 from Unity-Technologies/lw/shader-keywords-stripping
Lw/shader keywords stripping
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7 年前 |
Yao Xiaoling
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9b87080c
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Removed displacement mode.
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7 年前 |
Raymond Graham
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05e90af9
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Increase light indices count per cluster.
Increase the memory allocated for the cluster light list. Just allocate the maximum possible storage based on a max of 32 lights per cluster.
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7 年前 |
Evgenii Golubev
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e2268362
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Update comments
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7 年前 |
Felipe Lira
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dbaba107
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Fixed shader warning from last changeset.
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7 年前 |
Yao Xiaoling
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846b792e
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Small fixes due to removal of vertex animation and transparent mode.
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7 年前 |
Raymond Graham
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e53b33fe
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Revert "Expose the number of light indices per clustered tile in the HDRenderpipelineAsset. This will allow for project specific changes."
This reverts commit 37c9fd844ae2cb461cb693ffc37dddcb71b2be3c.
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7 年前 |
Evgenii Golubev
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b465602c
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Optimize
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7 年前 |
Felipe Lira
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a953a3e3
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Addressed PR's comments
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7 年前 |
Yao Xiaoling
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9a2fed6e
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Remove vertex wind animation.
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7 年前 |
Evgenii Golubev
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248f6d04
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Fix formatting
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7 年前 |
Felipe Lira
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47ca4b6d
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#ifdef'd LogVariants function
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7 年前 |
Yao Xiaoling
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5639b1fc
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Added Terrain shader and TerrainUI based on layered lit shader.
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7 年前 |
Evgenii Golubev
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e788c519
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Port global density volumes to the interpolation volume system
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7 年前 |
Felipe Lira
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84335068
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Fixed warning.
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7 年前 |
Felipe Lira
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cee6f8f7
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Used autoformat tool on all changed files.
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7 年前 |
Paul Melamed
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cc685e8d
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Add the ability to change decal shape with the handle ui control
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7 年前 |
Felipe Lira
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a39db674
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Updated ShaderGraph templates
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7 年前 |
Aleksandr Kirillov
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a4adefcb
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Merged CopyDepth and CopyDepthMSAA shaders into one and created a keyword to control the differences.
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7 年前 |
Felipe Lira
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0c072a52
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Added pass names to improve shader stripping debug readability. Fixed a typo.
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7 年前 |
Aleksandr Kirillov
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7c8cb1a7
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Simplified DepthCopy.hlsl
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7 年前 |
Felipe Lira
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dbdca030
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Stripping Debug and HDRenderPipeline shaders.
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7 年前 |
Aleksandr Kirillov
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3e54545d
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Added stereo rendering support to CopyDepth shaders.
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7 年前 |
Felipe Lira
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8efb93de
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Updated LightweightPipelineCore.cs to new C# convention
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7 年前 |
Aleksandr Kirillov
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3ee0f4b3
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Added LOAD_TEXTURE2D_ARRAY_MSAA to the Core API.
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7 年前 |
Frédéric Vauchelles
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a3477180
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Update SSR for deferred
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7 年前 |
Felipe Lira
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ba310f35
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Added support to local soft shadows. Added rule to strip soft shadows keyword.
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7 年前 |
Aleksandr Kirillov
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430af144
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Moved depth copying to an include file.
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7 年前 |
Felipe Lira
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3bbb9197
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Upgraded lightweight UI to have local shadow settings. Upgrader asset version. Stripping local shadows based on pipeline capabilities.
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7 年前 |
GitHub
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98944227
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Merge pull request #1223 from Unity-Technologies/lw/get_rid_of_depth_prepass_when_possible
Lw/get rid of depth prepass when possible
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7 年前 |
Aleksandr Kirillov
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1748dc67
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Removed an unnecessary #pragma from the CopyDepthMSAA shader.
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7 年前 |
Felipe Lira
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38d02996
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Split stripping at shader, pass and variant stage.
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7 年前 |
Stephane Laroche
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ad31624f
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-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)
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7 年前 |
Aleksandr Kirillov
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0d71285d
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Now forcing a blit instead of copying a texture if we need to resolve MSAA depth.
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7 年前 |
Felipe Lira
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c30fcd10
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Added pipeline capabilities. Stripping shader meta pass and variants based on selected capabilities.
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7 年前 |
Aleksandr Kirillov
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34562958
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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.
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7 年前 |