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

作者 SHA1 备注 提交日期
Felipe Lira e7cc4756 Converted terrain standard shader to lightweight. 7 年前
Felipe Lira 9d673bbd Added fragment Lambert and BlinnPhong funcitons to add support to trees or other shaders that require non PBS functions. 7 年前
Felipe Lira 466a4af2 Added a vertexLighting input to fragment PBR function. This way we modulate by material diffuse and do not apply ambient occlusion to it. 7 年前
Felipe Lira 8ea2f9d8 Added support to directional light cookie. 7 年前
Felipe Lira 2b0043df fixed lightmap sampling in terrain standard shader. 7 年前
Andre McGrail 2e3bce5f Switched terrain scene over to the Lightweight shader 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 4655c92c Fixed crash in pipeline startup due to missing resources. Removed fog computation from inner fragment shading loop. 7 年前
Felipe Lira 2d7d95e7 Added support to subtractive mixed light mode. 7 年前
Felipe Lira b3ebc0d2 Removed some variants to reduce build time. 7 年前
Felipe Lira cbdfbba2 Added fallback to error shader when pipeline fails to find suitbale pass. 7 年前
Felipe Lira fa504521 Runned auto format tool. 7 年前
Felipe Lira 82d0bec8 Converted Terrain base shader to new shader library. 7 年前
Felipe Lira a58b6cbd Lightweight Shaders compiling on GLES with HLSLcc compiler. 7 年前
Felipe Lira 0324ec96 Refactor to improve shader library organization and readability 7 年前
Felipe Lira bb237480 Combined shadow and light classification keywords to reduce shader variantions by ~30%. 7 年前
Felipe Lira 0571f34d Fixed truncation warnings in LW shaders. 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
Arnaud Carre 13594658 fix #ifdef compilation issue 7 年前
Felipe Lira cf5bdf89 Renamed LightweightShaderLibrary folder to just ShaderLibrary and moved to root LWRP folder. 7 年前
Felipe Lira 2c1cc95d Added GetCameraPositionWS(). Converted core functions to use real. 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
Felipe Lira c925c4c7 Converted fragment functions to use InputData struct so we can update more easily ShaderGraph template. 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 8319254f VR keywords are injected on build if the platform is needed. No need to add a multi-compile. 7 年前
Tim Cooper 803d7f40 Merge remote-tracking branch 'origin/master' into LW-ScreenSpaceShadows-KeywordsReduction 7 年前
Joel de Vahl f3cd88c5 Started work on light optimizations for low tier mobiles 6 年前
Tim Cooper aeefe219 Merge branch 'master2' into LW-LightOptimizations 6 年前
Tim Cooper 88254799 Fix up lightmapping shader variants. 6 年前
Tim Cooper 6cb52bc9 Fix up lightmapping shader variants. 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
Felipe Lira 5b48f6c3 Single Light Shader 6 年前
Felipe Lira 254ebe81 Added IgnoreProjector tag to shaders as projectors will not be supported on SRP. 6 年前
Felipe Lira b37a37c8 Added fog exp back to lw. 6 年前
Felipe Lira 988e5940 fixed terrain shadows. 6 年前
Felipe Lira c1ce89b5 Merge branch 'master' into lw/shader-optimization 6 年前
Felipe Lira 5a168a8d Excluded d3d11_9x as it's not supported 6 年前
Felipe Lira 9011485e fixed terrain shadows 6 年前
Felipe Lira 366fde87 Excluded d3d11_9x as it's not supported 6 年前
Felipe Lira 95a70be2 Added IgnoreProjector tag to shaders 6 年前