417 次代码提交 (742b06fb-d916-45a8-9488-e0dc4995cdca)

作者 SHA1 备注 提交日期
Felipe Lira 870e00ba Refactored LowEndMobile pipeline to have constant nomeclature across all modules. Organized project strucuture for clearer reference. 7 年前
Felipe Lira f48ff264 Further renaming to keep consistency with documentation. 7 年前
Felipe Lira 2707e7d4 Fixed shadow cascades issues. Cascade selection now uses the split spheres as cascade selection. 7 年前
Robert Srinivasiah e11fc818 Start VR hack branch to experiment 7 年前
Felipe Lira fba67c86 Name refactors and conversion from tabs to spaces. 7 年前
Robert Srinivasiah 3a8831ec Use RenderTextureDesc to create VR RTs 7 年前
Robert Srinivasiah da530d20 Reset extracted camera properties 7 年前
Felipe Lira 3ca50804 Fixed the clear issue that was causing the RT to be clear before setting the camera. 7 年前
Felipe Lira 52030767 Fixed a shader compiler error due to glsl optimiser not understand interpolator arrays. Added shader keywords for cascades and vertex lighting. 7 年前
Felipe Lira 820537f9 Added spot light shadow support. 7 年前
Felipe Lira a6f26ba7 Fixed issue that was causing spot light shadows to not be rendered when cascades were enabled. 7 年前
Felipe Lira 6c22422b Changes to lowend upgraders after material upgrader callback. 7 年前
Felipe Lira 9f125a27 Added light sorting based on shadow, light types priorization and intensity. Effectively capping max vertex lights to 4 now. 7 年前
Tim Cooper c30d33b8 [Format]Reformat via format.pl to match the new conventions 7 年前
Felipe Lira c063a880 Reduced amount of shader variants by optimizing away a few keywords. 7 年前
Felipe Lira 09d61731 Removed LDPipeline dependency from shadowrenderpass. 7 年前
Felipe Lira dd4cded2 Fixed rendering issues when no realtime lights were present. 7 年前
Felipe Lira ae4bcfc3 Fixed issue where lightprobes were not rendering. 7 年前
Felipe Lira ddbc0256 Added support to reflection probes. 7 年前
Felipe Lira 7ffb14f0 Fixed shadow acne issues that were apparent in Metal. 7 年前
Felipe Lira 7b6bea1a (LDPipe) Fixed issue where objects where not being rendered in metal when there was not light shadow caster. 7 年前
Felipe Lira 6275e9d2 Added baked emission support to LD pipe and proper test scene 7 年前
Felipe Lira 6f3e7b0a Refactored LD to Lightweight 7 年前
Felipe Lira c3cd030b After pipeline lifecycle changes in the engine now we can set the pipeline tag upon asset creation and disposal. 7 年前
Felipe Lira 0f4a886b LightweightPipeline settings per light objects with StructuredBuffer. Right now for gles 2.0 we need an alternate solution. Added multiple point lights scene. 7 年前
Felipe Lira a2f2b1e9 When only a single directional light is available we don't set per object lights. Added drawRenderers with SRP default light pass to render sprites. 7 年前
Felipe Lira 12c9973a Fixes to previous commit. GetVisibleRenderersCount() is not yet in main SRP branch, which would cause compiler errors. Value initialized to a constant for now. 7 年前
Tim Cooper acb5e6cb rename CullingParameters -> ScriptableCullingParameters 7 年前
Felipe Lira 7b9c5509 Fixed issue that was causing Lightweight pipeline to not be disposed/recreated when changing asset settings. 7 年前
Tim Cooper 8b0f6d4c use pooling 7 年前
Tim Cooper 696ae193 Fixing memory allocations 7 年前
Tim Cooper b1156959 [gc]Convert to pooling 7 年前
Felipe Lira 578640d3 Optimized shader path for single directional light. 7 年前
Felipe Lira 94744828 Removed shadow sampling from loop, shadow bias taken from light, improved shadow algorithm 7 年前
Felipe Lira 0a1fead0 Fixed rendering when no lights we present in the scene. Updated test scenes and images. 7 年前
Tim Cooper 88c53704 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into reduce-gc 7 年前
Felipe Lira 8265d3ce Added support to per-object light list for SM 2.0 devices 7 年前
Felipe Lira b5ec9f9b Fixed the issue that shadows were not being disabled when NO_SHADOWS were select in the pipeline asset. 7 年前
Felipe Lira 4c1c0d7b Added SpritesDefault shader with the lightweight pipeline tag to avoid issueing more drawrenderers. 7 年前
Felipe Lira cecb2f6f Added light index map to disable exceeding lights uploaded to buffer. 7 年前
Felipe Lira 8f9eef29 Added support to MSAA. 7 年前
Felipe Lira 18eb7834 Added option to use MSAA backbuffer and benefit from hasMultipleSampleAutoResolve. Changed MSAA to MSAASampleCount 7 年前
Felipe Lira 7b4dc0f8 Added support for UI rendering in LightweightPipeline. 7 年前
Felipe Lira 8ec89a38 LinearGamma conversions added based on Pipeline keyword. 7 年前
robbiesri a3b2bb83 Script support for XR in LightweightPipeline 7 年前
robbiesri 4ebf9cfd Fix clear code in LightweightPipeline 7 年前
robbiesri 56270c88 Merge branch 'master' into LighweightPipelineXR 7 年前
Peter Bay Bastian d969dce9 Update to work with graphics/srp/prepare-filtering 7 年前
Felipe Lira 7d62ca8f Merge branch 'master' into LightweightPipeline 7 年前
Felipe Lira 9994f20c Added the new PostProcessing stack support. 7 年前
Felipe Lira 6959ac25 Added initial prototype version of Lightweight PBS shader. Started moving away from legacy shader library. 7 年前
Peter Bay Bastian a4ea9ff8 Merge branch 'master' into prepare-filtering 7 年前
Felipe Lira 62e3c403 Merged master. 7 年前
Felipe Lira c28f1752 Added attenuation procedural texture generation code and attenuation texture in shader. 7 年前
Felipe Lira c9cb44ad Added optimized single light path for DIRECTIONAL, SPOT, POINT 7 年前
Felipe Lira 976a3de6 Fixed self-shadowing artifacts. 7 年前
Felipe Lira a6a01a17 Fixed merge errors in the scene lightweight lights scene. 7 年前
Felipe Lira 5f72f0d9 Fixed issue that was causing the attenuation to be applied to direcitonal lights when using attenuation texture. 7 年前
Felipe Lira 6c2f7107 Fixed light intensity issue that was causing lights to be saturated. 7 年前
Felipe Lira 8ef5b589 Fixed camera background color. 7 年前
Felipe Lira 0e48243b Added viewport camera code. 7 年前
Felipe Lira 6ead8e71 Fixed viewport setup for cameras rendering to RenderTexture. 7 年前
Felipe Lira 605dc966 Fixed most of the lightweight graphics tests. 7 年前
Felipe Lira 2174bed4 Added microfacet BRDF model. Some changes to keywords in the LightweightStandard shader GUI. 7 年前
Felipe Lira d9c64960 Added CameraComparer to sort camera array by depth. Moved some functions to LightweightUtils. 7 年前
Felipe Lira f8d61440 Added binding to Depth RT for post processing. Added hook for custom BeforeTransparent fx. 7 年前
Felipe Lira fe87000e Fixex rendering issue caused by missing msaa in the depth texture. 7 年前
Felipe Lira da5a9b1b forced MSAA being disabled when postprocessing is on to avoid issues. 7 年前
Felipe Lira 5fbceb59 Missing changes to last commit. 7 年前
Felipe Lira aa44f05c Added first step of camera management. 7 年前
Felipe Lira 47b306b8 Added RenderScale support. 7 年前
Felipe Lira 7fa30ff5 fixed the issue that was causing the UI to not render in scene view. 7 年前
Felipe Lira aa904253 Fixed transparent sorting issues between lit and unlit shaders. 7 年前
Felipe Lira 301fd283 Added mixed vertex/frag SH evaluation. Added GlossyEnvironmentColor to be used when glossy reflections are off. 7 年前
Felipe Lira c5450cac Fixed glossy env color from ambient probe. Added gfx tests 31-34 to test various setup of SH/Lightmap with different ambient sources. 7 年前
Peter Andreasen 4ee81c73 changes from p4 7 年前
Felipe Lira 05b5c4c5 Added FloatPoint HDR format support. 7 年前
Felipe Lira 961ab624 Light refactor to sort lights and disable directional lights from per object light lists. 7 年前
Felipe Lira cced0898 Refactored light setup to not sort lights. Sorting at a global level would introduce light popping. 7 年前
Felipe Lira 94a4d501 Added PerFrame and PerCamera constant buffers. 7 年前
Felipe Lira a2e2e57a Fixed build error caused by missing UNITY_EDITOR 7 年前
Felipe Lira 413c2583 Added support to SoftParticles 7 年前
Thomas 076b0d65 Cleaned up unused usings 7 年前
Thomas 6a23edcf Dead code / warning / spaces removal 7 年前
Felipe Lira 5f970d63 Merge branch 'Unity-2017.3' into LightweightPipeline 7 年前
Felipe Lira e24302fd Added support to CopyDepth. It used copytexture if platform supports at least basic copy, if not it uses a blit with a depthcopy shader. 7 年前
Felipe Lira ead2f8b7 Renamed RenderingConfiguration to FrameRenderingConfiguration to avoid confusion with RendererConfiguration. 7 年前
Felipe Lira 252443ec Light sorting added based on lightType, shadowType, cookie support, intensity if directional, distance to camera otherwise. 7 年前
Felipe Lira 06348311 Added support to 9 lights to lightweight. 1 main light + 8 per-object. 7 年前
Felipe Lira cdc50657 Merge branch 'Unity-2017.3' into LightweightPipeline 7 年前
Felipe Lira 8f772a0a Fixed crash when trying to access lights created in the light particle module. 7 年前
Felipe Lira a01c178c Enabled back support to vertex lighting 7 年前
Felipe Lira 792168b1 Reduced number of shader variations. 7 年前
Felipe Lira 98bc9a10 Optimized spotlight attenuation to be done with a DP3 and MAD instrucitons. 7 年前
Felipe Lira a7ea582f Addresssed UI issues. 7 年前
Felipe Lira 8ea2f9d8 Added support to directional light cookie. 7 年前
Felipe Lira 64c4168e Added support to spot light cookies. 7 年前
Felipe Lira b1356299 Added unlit pass rendering for opaque objects. 7 年前
Felipe Lira 0692cac2 Fixed issues that was causing the renderbuffers imcomplete error on opengl. 7 年前
Felipe Lira 637f73f9 Fixed alpha issues in scene camera. 7 年前
Felipe Lira 7cad2ae7 Small fix 7 年前
Felipe Lira 8f6a326d Removed Attenuation texture dependency due to precision issues with an alpha8. Optimized attenuation function to use 1 MAD instruction for the smooth factor. 7 年前
Felipe Lira 9ac0c202 fixed bug in vertex light count 7 年前
Felipe Lira dc533887 Fixed light sorting popping. Changed the way main light is computed. It can only be a directional light or a light that casts shadow. 7 年前
Felipe Lira ee5a618b Added code to make BeforeTransparent postfx work. We need a way to check when the effect is enabled to properly make it work. 7 年前
Felipe Lira 8c9baae9 Fixed points lights that were wrongfully lit when additional pixels lights were zero. 7 年前
Felipe Lira 5266236e Added camera inspector for lightweight pipeline. 7 年前
Felipe Lira e3ae9976 Fixed issue that was causing point lights to not be shaded when only 1 light was visible. 7 年前
Felipe Lira f61a71e0 Split resourse setup for Mono and Stereo. 7 年前
Felipe Lira 57fd61c7 Disabled postprocessing and softparticles for VR. Depends on robs PR. Fixed postprocessing beforetransparent effects. 7 年前
Felipe Lira c7738b32 Added a depth prepass for cases when MSAA is enabled and we don't have texture2DMS to resolved depth. 7 年前
Felipe Lira 2d7d95e7 Added support to subtractive mixed light mode. 7 年前
Felipe Lira 69f92503 Fixed issue that caused wrong RT setup for platforms that support MSAA back buffer. 7 年前
Felipe Lira 7867cec0 Fixed some issues on OpenGL and fixed test scene 007 material keywords. 7 年前
Felipe Lira cdde6929 Fixed build error on android. 7 年前
Felipe Lira 55665f03 Replaced explicit render texture creation mode with RenderTextureDescriptor 7 年前
Felipe Lira d72cae5f Minor shader optimization 7 年前
Felipe Lira 2afc78cf Changed lightweight asset to define total amount of pixel lights instead of additional pixel lights. That was confusing for most people. Also limited vertex light to 4. 7 年前
Felipe Lira 4ec26522 Removed obsolete comment 7 年前
Felipe Lira 0069001b Added fix to subtractive mode. 7 年前
Felipe Lira cbdfbba2 Added fallback to error shader when pipeline fails to find suitbale pass. 7 年前
Felipe Lira f8a9d47a Updated inspectors to 2018.1 and remove pipeline warnings. 7 年前
Felipe Lira 0a8c1dae Small refactor of soft particles to RequireDepth as that is more general. 7 年前
Felipe Lira f545fbe7 Fixed a null reference when particle component lights were used. 7 年前
Felipe Lira bc18e113 First part of relatime shadows refactor. 7 年前
Felipe Lira fa504521 Runned auto format tool. 7 年前
Felipe Lira bf2f0fdc Fixed depth prepass clearing issue. 7 年前
Arnaud Carre 881e0ad2 Refactor to match c++ engine for: 7 年前
John afae267f Initial integration of Post-FX V2 MSVO to LW 7 年前
John a7402091 Initial integration of Post-FX V2 MSVO 7 年前
Felipe Lira 913c6f83 Added support to pipeline rendering features. 7 年前
Felipe Lira 07f33562 Fixed spot light angle attenuation. Now it matches legacy Unity. Not exposing now innerCone angle due to LW not supporting additional light component. 7 年前
Sebastien Lagarde 0690038f HDRenderPipeline: Homegenize name prepass postpass 7 年前
Felipe Lira bb237480 Combined shadow and light classification keywords to reduce shader variantions by ~30%. 7 年前
Felipe Lira b5dfd1ee Moved bias and normalBias to caster side. Applying frustum size scale on cascade bias and texelSize scale in normal bias. 7 年前
Felipe Lira 2490de82 Improved shadow ALU and CB usage. 7 年前
Felipe Lira 0424ce0c Removed cascade index branching by setting an extra no-op cascade matrix. 7 年前
Felipe Lira a37807cb Small fix on the cascade error message. 7 年前
Felipe Lira bc759f87 Fixed normal bias. 7 年前
Felipe Lira c8fe74dd Normal bias now matches unity legacy values. Fixed z-range on OpenGL platform. 7 年前
Felipe Lira 3896601d Updated lightweight to upload correct color when in gamma colorspace. 7 年前
Mike Wuetherick 767eac9b Merge branch 'LightweightPipeline' into projects/TheLastStand 7 年前
GitHub a204c630 Merge pull request #738 from Unity-Technologies/LW-ShadowRefactorV2 7 年前
Felipe Lira f8249fa0 Fixed shadows on OpenGL 7 年前
Felipe Lira 567d0716 Blit shaders modified to avoid tile depth load. 7 年前
Felipe Lira d66bbf81 HDR is disabled by default in LW pipeline asset. This was causing a major performance difference because builtin will only have HDR enabled in forward if a tonemapping fx is enabled. 7 年前
Felipe Lira 1e4494ad Shader variants reduced by 50% by removing fog EXP and combining DIRLIGHTMAP_COMBINED with LIGHTMAP_ON 7 年前
Tim Cooper cf875c87 No ligh list support 7 年前
Thomas 77910e79 GC fix (saves 4.9KB/frame) 7 年前
Thomas 1a8f983d GC fix (saves 360B/frame) 7 年前
Thomas d798451c GC fix (saves 188B/frame) 7 年前
Thomas 73aec04c GC fix (saves 0.6KB/frame) 7 年前
Thomas 57797a4c Compararer -> Comparer 7 年前
Felipe Lira 70226c0e Fixed viewport rendering issue. 7 年前
Felipe Lira 8f43aa08 Merge branch 'LW-Optimization' 7 年前
GitHub efa6b6c6 Merge pull request #779 from Unity-Technologies/lw-gc-optim 7 年前
Kay Chang 42c358c5 Added Switch support for SRP sample project. 6 年前
Felipe Lira fa2a25c6 Fixed VR single pass rendering and some RT state management. 7 年前
Felipe Lira dba19ad6 Added support to BakedIndirect and CopyColor to emulate grabpass. 7 年前
Felipe Lira 95d4096e Fixed beforetransparent postfx depth issue. 7 年前
Felipe Lira 6c1a2838 Added a m_DepthRenderBuffer flag to make it more clear when we use depth from prepass or from renderbuffer depending on msaa. Commented code and renamed DepthPrePass to make it more clear. 7 年前
Felipe Lira 41d85d61 Added softparticles option to lightweight asset. 7 年前
Felipe Lira 29f49f04 Fixed issue that was causing rendering of camera with viewport other than default to fail with msaa disabled. 7 年前
Felipe Lira 1ee76480 Refactor on LW shader library to make it more user friendly. 7 年前
Felipe Lira 1185b678 Fixed vertex lighting double shading issue. Light constants being initialized to default values for all the light buffer. 7 年前
Felipe Lira 46d124a0 Added 5x5 Tent filtering on desktop. 7 年前
Felipe Lira 35f80d17 Updated shadow constants to cache propertyID 7 年前
Felipe Lira c4fe41bb workaround to alleviate the bias cascade issue while we don't have a proper solution. 7 年前
John bce0fede View space position reconstruction 7 年前
John eb585d61 Initial implementation complete, 1-tap 7 年前
John 5fcbd9af Cleanup, Integrations with Shadows.hlsl 7 年前
John 3c40b17c Merge brnganch 'LightweightPipeline' into LW-ScreenSpaceShadows 7 年前
John dea94b9d Merge branch 'master' into LW-ScreenSpaceShadows 7 年前
John 31c4096c Initial UI additions, fixes 7 年前
John 3943e216 Frame configuration setup 7 年前
John 23c8824d Setup shadow reciever constants before gather pass. 7 年前
John b1d4f079 Lit Pass Integrations, Keyword config 7 年前
John f210f98e refactoring frustum corners to util function 7 年前
John 2d3db4b5 Moved frustum corners to shadow buffer 7 年前
John 354589c6 Main light keyword must be set up before shadow gather 7 年前
John ec8b4a6b Refactor and renaming 7 年前
John cc3596dc Keyword reduction: Assume ScreenSpace Shadows when Cascades enabled 7 年前
John c3c11ecf Orthographic support 7 年前
John 90cac197 Stripped UI options/pipeline config of feature. Relies on cascades for now. 7 年前
John 3e638dcc Support for disabled MSAA 7 年前
John cf25c602 Merge master 7 年前
John 7c095b49 Merge ScreenSpaceShadows 7 年前
John d56fa578 Merge ScreenSpaceShadows 7 年前
John 7e059bd2 Feature config refactor and cleanup 7 年前
John b2e8261d Feature CPU optimizations 7 年前
John 3023e8c8 Merge Screen Space Shadows 7 年前
Felipe Lira 91e75b1e Updated LW to always use ScreenSpace shadowmap. This is a safe compromise until we can strip multi_compile keywords with a c# api. 7 年前
Tim Cooper 012562ae in LW the color target should be created in SRGB 7 年前
Felipe Lira e0165b6e Enabled BakedIndirect in the UI. 6 年前
Tim Cooper 803d7f40 Merge remote-tracking branch 'origin/master' into LW-ScreenSpaceShadows-KeywordsReduction 6 年前
Tim Cooper 3fbc756d Fix reference to screenspace shadow shader so that it can be referenced in a build. 6 年前
John 2d7df006 World space position reconstruction via unprojection 6 年前
John 42efbec7 Set ss shadowmap RT format back to R8 from debug visualize. 6 年前
Felipe Lira 824548ef Fixed spot light shadows. 6 年前
John 0bfdddfc Merge Screen Shadows 6 年前
Joel de Vahl f3cd88c5 Started work on light optimizations for low tier mobiles 6 年前
John e5aff3eb Initial integration of diffusion profile settings to sss 6 年前
John 1f75feea Diffusion profile integration 6 年前
John ec9b2e04 Made build-ready, fixed serialization issues, stripped unused constants, fixed bias issue with transmission 6 年前
Tim Cooper aeefe219 Merge branch 'master2' into LW-LightOptimizations 6 年前
Tim Cooper d6c78179 Disable a number of LW features to reduce combination pressure until we have proper keyword stripping. 6 年前
Tim Cooper 5c9658dd Strip shadows on / off keyword (pretend shadows are always on and use a 4x4 texture) 6 年前
Tim Cooper 946ceb4f Fix scene view grid rendering in LW (copy depth out) 6 年前
Andre McGrail fe219a04 Added fix for Particle Spotlights in the light loop 6 年前
Andre McGrail bd2373cc Fixed Typo 6 年前
Robert Srinivasiah c6431961 Add support for profiling LWRP cameras 6 年前
Robert Srinivasiah 03049d22 Fix existing typo 6 年前
Robert Srinivasiah 045a8891 Use the same command buffer for both begin and end sample 6 年前
Robert Srinivasiah 68e23d33 Support depth texture correctly in stereo 6 年前
Robert Srinivasiah 50de5bc1 Properly bind shadow maps when stereo texture arrays are being used 6 年前
Robert Srinivasiah f2ae3326 Progress toward stereo-ized shadows (WIP) 6 年前
Tim Cooper 940d74cc Add high level camera callbacks to HD / LW. 6 年前
Robert Srinivasiah e907643a Merge remote-tracking branch 'origin/master' into lwrp-xr-shader-fixes 6 年前
Tim Cooper 552f83af Update Callback's to show they are static calls (thanks Rob). 6 年前
Tim Cooper e2dc966c doing some lw-callback testing work 6 年前
Robert Srinivasiah 56d9be64 Experimental debugging code, nothing works 6 年前
Tim Cooper 6e7638aa Doing some hacks. Do two passes for collect shadows, do draw mesh instead of blit 6 年前
Robert Srinivasiah 711ae2e0 LWRP - Work around texture array blit issue for screen-space shadow map 6 年前
Robert Srinivasiah 41ed1c6f Use DrawProcedural instead of Blit for Screen-space Shadow Map 6 年前
Robert Srinivasiah 30e1848a Simplify start/stop stereo rendering apperance 6 年前
Robert Srinivasiah 187beb91 Unify SetupIntermediateResourcesSingle + SetupInter'ResourcesStereo 6 年前
Robert Srinivasiah 6694ffcc Actually fix the typo in temp var name 6 年前
John Parsaie 8cc0d941 Merge SRP 2018.1 6 年前
Tim Cooper b2cf3962 Fix existing typo 6 年前
Tim Cooper 33926192 Support depth texture correctly in stereo 6 年前
Robert Srinivasiah 3c4b3fab LWRP - Disable stereo on cams that don't have both target eyes enabled 6 年前
Tim Cooper 7fc5180c Properly bind shadow maps when stereo texture arrays are being used 6 年前
GitHub 793fe433 Merge pull request #1020 from Unity-Technologies/lwrp-xr-shader-fixes 6 年前
Tim Cooper bd120376 Progress toward stereo-ized shadows (WIP) 6 年前
GitHub 6a69b095 Merge pull request #1021 from Unity-Technologies/lwrp-xr-per-cam 6 年前
Tim Cooper f0d70be7 LWRP - Work around texture array blit issue for screen-space shadow map 6 年前
Tim Cooper ad318cf6 Simplify start/stop stereo rendering apperance 6 年前
Tim Cooper 179ce584 Unify SetupIntermediateResourcesSingle + SetupInter'ResourcesStereo 6 年前
Felipe Lira 8610635a Changed shadowmap to use D16_UNORM format. 6 年前
John Parsaie 0fe793d7 Merge 2018.1 6 年前
Felipe Lira 9d9d5435 Initial prototype. 6 年前
Felipe Lira 9acad36a Fixed regression that was causing shadows to not render. 6 年前
Felipe Lira 4c6c80fe Fixed cascade UI 6 年前
Felipe Lira 225e061d Fix shadowmap on low end devices. Forces hard shadow/ single cascade on GLES2 platform. 6 年前
Felipe Lira 6dfa6b66 Fixed error about R8 texture format not being supported on old GLES 2.0 devices. 6 年前
John Parsaie 40539650 Merge branch '2018.1' into projects/TheLastStand 6 年前
John Parsaie 00a84cd8 Initial debug mode branching 6 年前
Peter Bay Bastian c7415ded Disable a number of scene view draw modes for LWRP 6 年前
John Parsaie 3fb08cf4 Debug View Mode 6 年前
John Parsaie 52a8d814 Remove MSVO 6 年前
John Parsaie c285e71c Initial implementation of debug views 6 年前
John Parsaie 8953ccf9 Intial debug view implementation. 6 年前
Felipe Lira 47a2960a Merge branch 'master' into LW-Bugfix 6 年前
John Parsaie 430cb9f0 Updated Debug views, Smoothness, Tangents space normal, gamma correction 6 年前
Felipe Lira eb002cd5 Fixed unmatched command buffer profiler block. 6 年前
Felipe Lira 6cf19ecb Updated shadowmap to use clamp mode and avoid xy bounds check (when we have scissor) 6 年前
Tim Cooper aa9702e1 Use scissor on shadowmap to mimic 'clamp to edge'. 6 年前
Felipe Lira 95a4c008 Fixed unsuported R8 texture format in GLES2. 6 年前
John Parsaie c46de7ff Additive light support 6 年前
Matt Dean 35596864 Add Distortion Texture functionality 6 年前
Matt Dean 09db20ac Renames and cleanup 6 年前
Matt Dean 5b394827 Add support for render scale and XR 6 年前
John Parsaie 73467192 Merge branch '2018.1' into projects/TheLastStand 6 年前
Matt Dean 0084aaa8 PR Fixes 6 年前
John Parsaie b7f1ff5f Added MSVO pass. 6 年前
Matt Dean 500dc7e2 More PR fixes 6 年前
John Parsaie 940faf7a Added SSAO Debug View to Pipeline 6 年前
Felipe Lira 0820dca1 Pipeline always respects user decision to not clear camera even if it impacts performance on mobile. 6 年前
John Parsaie dbc7ce60 SSAO Debug View. 6 年前
John f55cbac8 Fixed SSAO on DX11 6 年前
John Parsaie 31b37a3d Fixed SSAO on DX11 6 年前
Felipe Lira 049fa5ed Merge branch 'master' into lw/shadow-optimization 6 年前
John Parsaie bba8b22a Added shadows debug view 6 年前
John Parsaie 4c2af84a Potential fix to the broken preintegrator, checking OSX 6 年前
Felipe Lira db005356 Added keyword to avoid shadow sampling. 6 年前
Felipe Lira b37a37c8 Added fog exp back to lw. 6 年前
Felipe Lira 89d35dea Fixed regression that was causing shadows to not render. 6 年前
Felipe Lira 1af4820e Fixed shadowmap on low end devices. Forces hard shadow/ single cascade on GLES2 platform. 6 年前
John Parsaie 93b78ad8 Hair sorting passes 6 年前
Felipe Lira b2f50177 Updated shadowmap to use clamp mode and avoid xy bounds check (when we have scissor) 6 年前
Felipe Lira 3b4ae136 Use scissor on shadowmap to mimic 'clamp to edge'. 6 年前
Felipe Lira c1ce89b5 Merge branch 'master' into lw/shader-optimization 6 年前
Felipe Lira 081c3075 Added render scale support to screenspace shadowmap. 6 年前
Felipe Lira 1e0a5a30 Merge branch 'lw/shadow-optimization' 6 年前
Felipe Lira 090e9c4e Added _ScaledScreenParams shader property to access camera size scaled by render scale. 6 年前
Felipe Lira 2c105ee5 Fixed shadowmap leaking. 6 年前
Felipe Lira a53eff3d Considered MainLight as always a directional light. This enables the following optimation: (and potentially more) 6 年前
Felipe Lira e9179283 Merge branch 'master' into lw/bugfixes 6 年前
Felipe Lira 7597374d Split directional and local light shadow maps. 6 年前
Felipe Lira caddf3df Removed light sorting. We won't need it with multipass strategy. 6 年前
Felipe Lira c192bf42 Fixed shadows in VR 6 年前
Felipe Lira 5a8e42e7 Added support to up to 4 shadow casting lights in the base pass 6 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. 6 年前
Felipe Lira 4d2339f3 api refactor to improve readability 6 年前
Felipe Lira 933c7fdd Merge branch 'LWRP' into lw/bugfixes 6 年前
Felipe Lira c9ac4b4d Fixed shadowmap leaking. 6 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. 6 年前
Felipe Lira 71f243c0 Fixed command buffer unmatching warning. 6 年前
Felipe Lira e1b15146 Added a renderscale threshold. Variations within the threshold will be disregarded and default scale will be used. 6 年前
Felipe Lira e452603c Added keyword to avoid shadow sampling. 6 年前
Felipe Lira 421fd93d Fix for the unmatching command buffer message 6 年前
Felipe Lira de8adb82 Merge branch 'LWRP' into lw/multipass 6 年前
Matt Dean f98f82d0 Merge remote-tracking branch 'origin/LWRP' into LW-DistortionPass 6 年前
Felipe Lira c2267f06 Moved shadow related code from LightweightPipeline.cs into a proper shadow pass class 6 年前
Matt Dean e1c4f751 Rename OpaqueDownsampling and remove cast to half 6 年前
Matt Dean 1e3fa46e Missing from previous commit 6 年前
Felipe Lira b1944d59 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. 6 年前
Felipe Lira 66f3ec92 Added support to ComputeBuffer for non mobile and non WebGL platforms. 6 年前
Felipe Lira f9e052f0 Added render scale support to screenspace shadowmap. 6 年前
Felipe Lira 52894fd0 Added _ScaledScreenParams shader property to access camera size scaled by render scale. 6 年前
Felipe Lira bf164955 Fixed some issues with multiple shadow casting lights. 6 年前
Felipe Lira bb0036f1 Fixed shadows in VR 6 年前
Felipe Lira 7f179dc1 Minor improvements to light index buffer. 6 年前
Felipe Lira 4fe2fdda Controls the amount of local lights shaded in a pass based on the support for StructuredBuffer 6 年前
Felipe Lira 6c4ee69c Added a renderscale threshold. Variations within the threshold will be disregarded and default scale will be used. 6 年前
Felipe Lira c62af604 Fixed vertex light computation and amount o max local pixels per pass. 6 年前
Felipe Lira b44aeec0 fixed shadow kewords setup 6 年前
Felipe Lira 6f3789f6 Fixed Y-flip in LW when a camera is rendering to a RT 6 年前
Felipe Lira 84d6783d Setting up light indices much earliear in the pipeline for better thread scheduling. 6 年前
Thomas 98acf904 Fixed Y-flip in LW when a camera is rendering to a RT 6 年前
Felipe Lira 89c899a1 Fixed newline endings in the files touched by this PR. 6 年前
Matt Dean d49f6ee9 Merge remote-tracking branch 'origin/LWRP' into LW-DistortionPass 6 年前
Felipe Lira 61f45ae2 backport of shadow occlusion texture clear to avoid tile LOAD. 6 年前
Felipe Lira d3b73d87 Removed unused Opaque RT. 6 年前
Felipe Lira bd95bab1 Caching fullscreen quad mesh as a static. 6 年前
Felipe Lira 65fc1c54 Merge branch 'master' into LWRP 6 年前
Aleksandr Kirillov d151fbc5 Point filtering for temporary depth RTs. 6 年前
Aleksandr Kirillov e03ac0c7 Fixed light index remapping. 6 年前
Aleksandr Kirillov 369eef17 Fixed a typo in method name. 6 年前
Felipe Lira cdd9a0d1 Added _LOCAL_SHADOWS_ENABLED keyword 6 年前
Aleksandr Kirillov 7e1af428 Fixed a check whether the system supports copying depth textures. 6 年前
Aleksandr Kirillov 17b92683 Cleaned up depth prepass and depth copy setup code. 6 年前
Aleksandr Kirillov 9ed48265 Fixed a wrong condition check. 6 年前
Aleksandr Kirillov 34562958 Added a shader that resolves a MSAA depth RT to execute on platforms that support tex2dms. 6 年前
Felipe Lira c30fcd10 Added pipeline capabilities. Stripping shader meta pass and variants based on selected capabilities. 6 年前
Aleksandr Kirillov 0d71285d Now forcing a blit instead of copying a texture if we need to resolve MSAA depth. 6 年前
Felipe Lira 3bbb9197 Upgraded lightweight UI to have local shadow settings. Upgrader asset version. Stripping local shadows based on pipeline capabilities. 6 年前
Felipe Lira ba310f35 Added support to local soft shadows. Added rule to strip soft shadows keyword. 6 年前
Aleksandr Kirillov a4adefcb Merged CopyDepth and CopyDepthMSAA shaders into one and created a keyword to control the differences. 6 年前
Felipe Lira cee6f8f7 Used autoformat tool on all changed files. 6 年前
Felipe Lira a953a3e3 Addressed PR's comments 6 年前
Felipe Lira dbaba107 Fixed shader warning from last changeset. 6 年前
GitHub 9aa25b18 Merge pull request #1243 from Unity-Technologies/lw/shader-keywords-stripping 6 年前
GitHub 15d94d6d Merge pull request #1244 from Unity-Technologies/lw/depth_copy_vr_support 6 年前
Felipe Lira 5d3094de Deleted LightweightUtils. Moved work to Core (partial class). Normalized files with the autoformat tool to be consistent to the convention. 6 年前
GitHub a346a121 Merge pull request #1247 from Unity-Technologies/lw/api-review-v1 6 年前
Aleksandr Kirillov 7e7e8ed5 WIP fix depth copy to scene view camera 6 年前
Felipe Lira cc538d3c Fixed multiple local shadows. 6 年前
Aleksandr Kirillov 38b5c51b Now binding the copied depth texture to `_CameraDepthTexture` after the copy. 6 年前
GitHub 9dec0564 Merge pull request #1263 from Unity-Technologies/lw/fix_copy_depth_to_scene_view_camera 6 年前
Kay Chang 53b01e3a WIP adding Switch support. 6 年前
Kay Chang c279dc9c Re-added modified files for Switch without BOM. 6 年前
Aleksandr Kirillov 1f4e5415 Added explicit load and store actions to all SetRenderTarget commands. 6 年前
Aleksandr Kirillov 48b18113 Addressed code review feedback. 6 年前
Felipe Lira 05b422c1 Created ScriptableRenderPass class to abstract passes. Ported DepthOnlyPass to new SRP. 6 年前
Felipe Lira 998892b5 Converted ShadowPass to the new ScriptableRenderPass 6 年前
Felipe Lira 9a5ecd7b Added Forward renderer. Changes ScriptableRenderPass interface. 6 年前
Felipe Lira 17a99791 Moved most content to LightweightForwardRenderer. Created passes to encapsulate logic. Currently passes are selected based on primitive feature/capabilities/frame settings. 6 年前
Felipe Lira c05148cf Implemented depth copy pass. Fixed a case that was causing depth prepass to execute even when no directional shadows were rendered. 6 年前
sebastienlagarde f5c6eec7 Merge remote-tracking branch 'refs/remotes/origin/master' into switch_support 6 年前
Felipe Lira 7b171db4 Fixed Texture2DMS resolve. Simplified renderer state by baking shadow settings into camera data. 6 年前
Felipe Lira 1e580cd4 Merge branch 'LWRP' into lw/api-refactor-v1 6 年前
Felipe Lira b918fecb Addressed PR comments. 6 年前
sebastienlagarde f6e93052 Fix various C sharp and shader warning 6 年前
Brandon Fogerty 5a959061 LWRP XR Single-pass Instancing and Multi-view Support 6 年前
Felipe Lira 25e45b36 Merge branch 'master' into LWRP 6 年前
Felipe Lira 63a6fe03 Merge branch 'LWRP' into lw/api-refactor-v1 6 年前
Felipe Lira a55f3bfe Added support to DynamicBatching. It's enabled by default and can be changed in the pipeline asset. Created RenderingData to hold all other data containers. 6 年前
Felipe Lira 506d7954 Add code to prevent nested camera rendering. 6 年前
Felipe Lira 2c09ec14 Fixed format and line endings. 6 年前
Felipe Lira 9c960b8e Added CommandBuffer profiler markers so inspecting frame on FrameDebugger and RenderDoc is much easier. 6 年前
Felipe Lira 733691b3 Converted more files to new C# standard. 6 年前
GitHub d0383483 Merge pull request #1389 from Unity-Technologies/lw/profiler-markers 6 年前
Tim Cooper fafb59af Run code formatter. 6 年前
Felipe Lira 47f6f703 Fix LWRP camera nested code 6 年前
Felipe Lira a96f6a59 Avoid GC pressure by caching camera profiler tag. 6 年前
Felipe Lira 756a5d21 try/catch camera rendering block only on EDITOR 6 年前
Felipe Lira 45ae7c94 Revert " Avoid GC pressure by caching camera profiler tag." 6 年前
Nerites 59b89be9 Draft 1.0 of XRSettings.eyeTextureResolutionScale hookup 6 年前
Felipe Lira 312a5259 Screenspace shadow resolve is only done in case of cascade shadows. 6 年前
Nerites dcbdc53b Naive hookup for cameraData.renderScale <-> 6 年前
Nerites fc7a988b Updated comment and adjusted else formatting 6 年前
GitHub fc54c873 Merge pull request #1507 from Unity-Technologies/renderScale_eyeTextureResolutionScale 6 年前
Felipe Lira 8929d979 Added additional camera data component to controls shadows, depth texture and color. 6 年前
Kay Chang faee5b5e Fixed compilation errors for Switch platform. 6 年前
Felipe Lira d345bff0 Disabling temporarily MSAA with Texture2dArray to fix rendering in VR multiview and single pass instanced 6 年前
GitHub bd393bda Merge branch 'master' into switch-support 6 年前
Kay Chang 6f8fb9c4 Switch compilation fixes. 6 年前
Nerites 4b5c5d5c Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into xrsettings 6 年前
Nerites 71589903 RenderScale -> TargetScale; added groundwork for ViewportScale 6 年前
Nerites 3e8fd749 Typo fix in SetupPerCameraShaderConstants 6 年前
GitHub f7309758 Merge pull request #1551 from Unity-Technologies/lw/platform-fixes 6 年前
Nerites 386f0a0d Added XRGConfig struct which should be used as SRP's interface with XR 6 年前
Felipe Lira 4efe7926 Fixed VR postfx rendering. 6 年前
Nerites 9b69a952 Merge xrconfig branch into xrsettings 6 年前
Nerites 4f7a3f70 Fixed integration of XRGConfig into LWRP 6 年前
Nerites d1f4f8d3 Renamed XRGConfig to adhere to coding style standards. Added a way to 6 年前
Nerites 8087b626 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into xrsettings 6 年前
Nerites 2ff04938 Hid viewportscale and renderscale in XR GUI section. Tied XR renderscale 6 年前
GitHub 170c9b56 Draft/lw/callbacks (#1646) 6 年前
GitHub 43aa9fb2 Remove Pass Dependency on Renderer (#1794) 6 年前
egomeh 7fd6344a Add light request delegate for lightmap baking 6 年前
egomeh 84f4c707 Remove division with pi in light intensity in light callback 6 年前
GitHub 8f2d2fc8 Lw/receive shadows prop (#1830) 6 年前
egomeh 507df163 Merge branch 'master' into lw/light-attenuation 6 年前
GitHub 3e976bf2 Lw/api review v1 (#1872) 6 年前
egomeh e7c59a70 Resolve merge conflicts 6 年前
GitHub 3c5ef0eb Add finer grained callbacks to LW render pipeline to allow effects to be added (#1863) 6 年前
GitHub 965758f6 Lw/fix standardunlitshader (#1885) 6 年前
egomeh 170858df Merge master 6 年前
egomeh a37c0592 PR review changes 6 年前
Aleksandr Kirillov 9d6ebfa8 Sorting of opaque objects now respects camera settings (opaqueSortMode) and disables front-to-back sorting when a GPU has HSR and camera is set to OpaqueSortMode.Default. 6 年前
egomeh 86c74f90 Remove unused function and improve lightbaking delegate 6 年前
GitHub 2d2ce5c3 Lw/api review v2 (#1892) 6 年前
egomeh 93afc87c Merge remote-tracking branch 'origin/master' into lw/light-attenuation 6 年前
GitHub aae1a458 Merge branch 'master' into lw/no_front_to_back_sorting_of_opaques_on_gpu_with_hsr 6 年前
GitHub cda0e4a3 - Changed ExecuteBeforeCameraRender callback to pass pipeline instance instead of pipeline settings and renderer. (#1919) 6 年前