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

作者 SHA1 备注 提交日期
Felipe Lira a5dbc063 Ported Lightweight to SRP shader library. 7 年前
Felipe Lira 0324ec96 Refactor to improve shader library organization and readability 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 1ee76480 Refactor on LW shader library to make it more user friendly. 7 年前
Felipe Lira 0a150fd9 Minor changes and commets on Standard Surface shader. 7 年前
Felipe Lira 2c1cc95d Added GetCameraPositionWS(). Converted core functions to use real. 7 年前
Raymond Graham 1e5e8a8a GPU instancing in Lightweight renderpipeline 7 年前
Felipe Lira cfca3b82 Computing shadow coord in vertex when not using cascades. 7 年前
Felipe Lira db534016 shadowcoord is now using high precision 7 年前
GitHub d48bc884 Merge pull request #807 from Unity-Technologies/LightweightGpuInstancing 7 年前
Felipe Lira c925c4c7 Converted fragment functions to use InputData struct so we can update more easily ShaderGraph template. 7 年前
Felipe Lira c51ce48c Merged master 7 年前
John b1d4f079 Lit Pass Integrations, Keyword config 7 年前
John cc3596dc Keyword reduction: Assume ScreenSpace Shadows when Cascades enabled 7 年前
John cf25c602 Merge master 7 年前
John 5d7329a0 Accidental deletion of line during merge 7 年前
John 7c095b49 Merge ScreenSpaceShadows 7 年前
John d56fa578 Merge ScreenSpaceShadows 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
John 0bfdddfc Merge Screen Shadows 7 年前
Tim Cooper 5c9658dd Strip shadows on / off keyword (pretend shadows are always on and use a 4x4 texture) 6 年前
Andre McGrail f4e2ebd4 Fixed 'ComputeShadowCoord' function to return correct screen-space coords 6 年前
Tim Cooper 11121e37 LW: Fixes to shadow caster / depth passes for shadows. 6 年前
Matt Dean 07ca5f11 Upgrade Lightweight shaders and UI to closer match HD and Shader Graph 6 年前
Robert Srinivasiah 05a6b765 Add stereo instancing/multi-view support to LWRP mat shaders 6 年前
John Parsaie 8cc0d941 Merge SRP 2018.1 6 年前
Tim Cooper c413cf12 Add stereo instancing/multi-view support to LWRP mat shaders 6 年前
Felipe Lira eb62162a Added SHADER_HINT_NICE_QUALITY. Viewdirection is normalized in vertex or frag depending on the quality hint. 6 年前
Aleksandr Kirillov 92c885e2 Fixed LightweightStandardSimpleLighting shader to use target 2.0 and packed interpolators so that they would fit into SM2 limits (8x4). 6 年前
Aleksandr Kirillov 1ad16cf5 Got rid of a dependent texture read when sampling a lightmap in LW SRP. 6 年前
Aleksandr Kirillov f7246274 No renormalization on normals per-pixel for mobile. 6 年前
Aleksandr Kirillov 0593af3c Updated LW PBR FWD pass template in shader graph. 6 年前
Aleksandr Kirillov 34c25f1b Merge branch 'master' into LowEndPerf 6 年前
John Parsaie 0fe793d7 Merge 2018.1 6 年前
Aleksandr Kirillov 679b3479 Fixed a compilation error after merging. 6 年前
Aleksandr Kirillov 8b48e2b4 Updated the comments about sharing an interpolator between LM UV and vertex SH in LW. 6 年前
Aleksandr Kirillov f980622c Packing and unpacking view direction the same way helps to get correct lighting... who would've guessed 6 年前
Aleksandr Kirillov 8b7c571e Some shuffling around reduces frame time on older devices. 6 年前
Felipe Lira 5b48f6c3 Single Light Shader 6 年前
GitHub 4859c628 Merge pull request #1056 from Unity-Technologies/FixComment 6 年前
Aleksandr Kirillov 99890a99 Cleaned up particle code. Added a shader for lit particles with SimpleLighting. 6 年前
Felipe Lira 225e061d Fix shadowmap on low end devices. Forces hard shadow/ single cascade on GLES2 platform. 6 年前
John Parsaie 40539650 Merge branch '2018.1' into projects/TheLastStand 6 年前
Aleksandr Kirillov 322b2ef3 Some cosmetic changes + set target to 2.0 for PBR Standard shader 6 年前
John Parsaie c285e71c Initial implementation of debug views 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
John Parsaie 00c5cc80 Debug Tangent Normal ----> World Normal 6 年前
Felipe Lira 3360ce0b Changed ShadowPass and DepthOnlyPass to account for alpha clip. 6 年前
John Parsaie 4d394a7e Apply SSAO term to LW Standard 6 年前
John Parsaie 940faf7a Added SSAO Debug View to Pipeline 6 年前
John Parsaie dbc7ce60 SSAO Debug View. 6 年前
Felipe Lira 7f17ab1e Merged normal and view direction changes. 6 年前
Felipe Lira 4fce110b Updated the comments about sharing an interpolator between LM UV and vertex SH in LW. 6 年前
Felipe Lira b35a3407 Some shuffling around reduces frame time on older devices. 6 年前
John Parsaie bba8b22a Added shadows debug view 6 年前
Felipe Lira c47b1299 Packing and unpacking view direction the same way helps to get correct lighting... who would've guessed 6 年前
Felipe Lira db005356 Added keyword to avoid shadow sampling. 6 年前
John Parsaie b4454f0a World Normal debug -1..1 to 0..1 6 年前
John Parsaie e3a67dea Refactor SSAO apply 6 年前
John Parsaie b65915e1 Refactor transmittance from light space. 6 年前
Felipe Lira 5c358cc9 Split Standard PBS and Simple lighting vertex shaders as shininess was being used in PBS. 6 年前
John Parsaie 5303cfde Fixed unlit particle fog 6 年前
Felipe Lira a53eff3d Considered MainLight as always a directional light. This enables the following optimation: (and potentially more) 6 年前
Aleksandr Kirillov 8827c1d9 Split LWRP shader library includes (InputSurface, LightweightPassLit and Particles) into several smaller files to have only the required things included. 6 年前
Aleksandr Kirillov 10d82e06 Refactored the common code to not depend on specific global variable names. 6 年前
Aleksandr Kirillov be56a0c2 Fixed spotlights in LW PBR. 6 年前
Felipe Lira de8adb82 Merge branch 'LWRP' into lw/multipass 6 年前
Felipe Lira b026c884 excluding world pos interpolater after merge 6 年前
GitHub 8f2d2fc8 Lw/receive shadows prop (#1830) 6 年前