181 次代码提交 (771bb33b-0e25-4bff-84da-06bd49f73bb7)

作者 SHA1 备注 提交日期
GitHub 771bb33b Merge pull request #1094 from Unity-Technologies/backport/shadow-optimization 7 年前
GitHub a4c56c1e Merge pull request #1093 from Unity-Technologies/backport/1091-lw-bugfixes 7 年前
Felipe Lira e1027461 Fixed shadow precision issues on mobile. 7 年前
Felipe Lira d9202d32 Changed shadow filtering precision to float 7 年前
Felipe Lira ea16e3eb Updated ShaderGraph templates 7 年前
Felipe Lira 27a4d825 Pipeline always respects user decision to not clear camera even if it impacts performance on mobile. 7 年前
GitHub 4347e5ff Merge pull request #1090 from Unity-Technologies/shadergraph/update-2018.1 7 年前
Peter Bay Bastian 5cfa1e18 Update ShaderGraph submodule to latest 2018.1 7 年前
GitHub 4b7f8519 Merge pull request #1088 from Unity-Technologies/backport/1087-perf-regression-fix 7 年前
Felipe Lira 7dc1b91d Fixed particles compilation errors 7 年前
Felipe Lira 1406ea59 Fixed glossiness keyword/alpha issue. 7 年前
Felipe Lira 43a31ade Changed ShadowPass and DepthOnlyPass to account for alpha clip. 7 年前
Tim Cooper 8a48bd4c Update post version 7 年前
Felipe Lira 875a1a22 Fixed implicit cast in shadowpass. 7 年前
Felipe Lira f07aad83 Fixed null reference exception. 7 年前
Felipe Lira 3b4ae136 Use scissor on shadowmap to mimic 'clamp to edge'. 7 年前
GitHub 07c40e47 Merge pull request #1083 from Unity-Technologies/Branch_FixTessAmplitudeZero 7 年前
Julien Ignace cc49cf6d Fixed heightmap offset when amplitude is zero. 7 年前
Felipe Lira b2f50177 Updated shadowmap to use clamp mode and avoid xy bounds check (when we have scissor) 7 年前
GitHub f38b22a0 Merge pull request #1082 from Unity-Technologies/backport/1079-fixed-unsuported-R8-format 7 年前
Felipe Lira fcb9ae2c Fixed unsuported R8 texture format in GLES2. 7 年前
GitHub 508f561b Merge pull request #1081 from Unity-Technologies/backport/lw-bugfix 7 年前
Felipe Lira 8e8db358 Fixed lightweight screenspace shadows on GLES2. 7 年前
Felipe Lira 025e3ef0 Fixed unmatched command buffer profiler block. 7 年前
Felipe Lira d8e1886a ShadowStrength only performed if NICE_QUALITY is set. 7 年前
Felipe Lira 8c7757e0 Fixed error about R8 texture format not being supported on old GLES 2.0 devices. 7 年前
Felipe Lira 1af4820e Fixed shadowmap on low end devices. Forces hard shadow/ single cascade on GLES2 platform. 7 年前
GitHub f5b94518 Merge pull request #1080 from Unity-Technologies/Fix-issue-with-resizing-in-player 7 年前
sebastienlagarde f612fdc2 Fix issue with resizing in player 7 年前
Felipe Lira 89d35dea Fixed regression that was causing shadows to not render. 7 年前
GitHub 102fc3f3 Merge pull request #1078 from Unity-Technologies/backport/added-particles-simple-lighting 7 年前
Felipe Lira a3c04996 Some cosmetic changes + set target to 2.0 for PBR Standard shader 7 年前
Felipe Lira 4a869821 Updated AlphaDiscard function to support offsets. Now using it from Particle* shaders. 7 年前
Felipe Lira f5fa81b0 Reverted an accidental change. 7 年前
Felipe Lira d3c4d6f9 Cleaned up particle code. Added a shader for lit particles with SimpleLighting. 7 年前
GitHub 270ddc68 Merge pull request #1074 from Unity-Technologies/Branch_FixReflectionProbeDimmer 7 年前
GitHub cbfce342 Merge pull request #1077 from Unity-Technologies/backport/lw-optimizations-backport 7 年前
Felipe Lira c47b1299 Packing and unpacking view direction the same way helps to get correct lighting... who would've guessed 7 年前
Felipe Lira b35a3407 Some shuffling around reduces frame time on older devices. 7 年前
Felipe Lira 80bee94e Don't normalize the normal coming from the normal map if there's no scaling possible in the shader. 7 年前
GitHub 043ff4aa Merge pull request #1076 from Unity-Technologies/backport/FixComment-1056 7 年前
Felipe Lira 4fce110b Updated the comments about sharing an interpolator between LM UV and vertex SH in LW. 7 年前
GitHub 79998337 Merge pull request #1075 from Unity-Technologies/backport/LowEndPerf-1055 7 年前
Felipe Lira 7f17ab1e Merged normal and view direction changes. 7 年前
Felipe Lira e69b9454 Updated LW PBR FWD pass template in shader graph. 7 年前
Felipe Lira 31402fe2 No renormalization on normals per-pixel for mobile. 7 年前
Felipe Lira 5f85fa58 Got rid of a dependent texture read when sampling a lightmap in LW SRP. 7 年前
Felipe Lira 32da470b Fixed SH being always evaluated per-pixel. 7 年前
Felipe Lira a7eda888 Fixes and optimizations for low-end mobile for LW 7 年前
Julien Ignace f0c93c99 - Fixed reflection probe dimmer for automotive 7 年前