Joachim Ante
7f741951
Initial ScriptableRenderLoop
9 年前
Joachim Ante
8c526b38
line endings and remove unused code
9 年前
vlad-andreev
13e0bb9f
fixed build after merge
8 年前
vlad-andreev
0bfdd8a7
fix exception when not all active lights have shadows enabled
8 年前
sebastienlagarde
907c12cd
Fix error after merge trunk
Profiler have move into others file
8 年前
Aras Pranckevicius
77ed801f
API change: ActiveLight -> VisibleLight, culledLights -> visibleLights, culledReflectionProbes -> visibleReflectionProbes
8 年前
vlad-andreev
bf6e54c5
tabs -> spaces
8 年前
vlad-andreev
3e91c5e0
code cleanup part deux
8 年前
vlad-andreev
3b8e0543
moved to the experimental namespace
8 年前
Aras Pranckevicius
a219411f
Update after API changes
8 年前
runes
f1ab4d10
Fixed CSM clipping issue
8 年前
Aras Pranckevicius
d6928d42
API change: ComputeSpotShadowsMatricesAndCullingPrimitives -> ComputeSpotShadowMatricesAndCullingPrimitives
8 年前
vlad-andreev
d10f64ea
forgot to commit a file
8 年前
mmikk
cbedc8ab
fix "mysterious" shadow bug case
fix "mysterious" shadow bug case
8 年前
Tim Cooper
e9ce1c42
[srl]Implement c# changes to match the c++ code changes.
8 年前
Felipe Lira
5ccdddfc
LowEndMobile Pipeline - Added Shadows.
8 年前
Felipe Lira
c9e863e4
Shadow slice resolution being computed automatically for best fit in the shadow atlas.
Moved all non-serialized settings from pipeline asset to pipeline instance.
8 年前
Felipe Lira
7adeb563
Added non-directional Lightmap support
8 年前
Tim Cooper
2b3f2f91
[refactor namespace]
UnityEngine.Experimental.ScriptableRenderLoop -> UnityEngine.Experimental.Rendering
UnityEngine.Experimental.ScriptableRenderLoop -> UnityEngine.Experimental.Rendering.{LoopName}
8 年前
Felipe Lira
05e84b23
Merge branch 'master' into lowendmobile
8 年前
Felipe Lira
5450c598
Fixed Lightmap issue and shadow issues on mobile.
8 年前
Felipe Lira
94d1068c
Added 4 tap shadowmap filtering.
8 年前
Felipe Lira
e606701e
Added support to query shadowbias from Light. Fixed glossiness in specular.
8 年前
Felipe Lira
17101aa5
Changed the LDRenderLoop to define a minimal shadow setup instead of using the one from FPTL/HDRenderPipe. This will make it also easier for users to understand and provide example beyond the basic render loop.
8 年前
Tim Cooper
aa75277c
[refactoring] HDLoop to do nice allocate / deallocate based on instantiation of loop instances.
8 年前
Tim Cooper
c3449ff8
[HDLoop] Use scene singleton pattern for skysettings and common settings. The idea is that when a scene is activated we look to see if there are any override settings in that scene; if so we apply them. If there are no override settings we just do the default.
8 年前
Julien Ignace
3a51e665
Start of new small framework for debugging stuff in HDRenderPipeline. Used it for shadow map visualization.
8 年前
Tim Cooper
8f13ba4e
Fix merge issues
8 年前
Tim Cooper
8ff712ff
Merge branch 'master' into refactor-hdloop
Conflicts:
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePass.cs
Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyRenderer.cs
Assets/ScriptableRenderLoop/HDRenderPipeline/Utilities.cs
8 年前
Felipe Lira
be52007a
Merge branch 'master' into lowendmobile
8 年前
Julien Ignace
df95d960
Merge branch 'master' into Branch_DebugShadows
# Conflicts:
# Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
# Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
# Assets/ScriptableRenderLoop/RenderPasses/ShadowRenderPass.cs
8 年前
Julien Ignace
81caf93b
Added back the "ref" modifiers to DrawRenderer APIs (needs C++ too)
8 年前
Robert Cupisz
bc3905d5
Directional shadow near plane offset was the last dir shadow setting left in quality settings. Reunite with friends.
8 年前
uygar
3043024a
First step in removing the old shadow system. Stubbed out the old system in HDRenderloop.
8 年前
uygar
1d081a77
Moved shadow related files into ShaderLibrary and common to reflect their general usage.
Added support for the new shadow library to fptl.
Introduced a new shadow include inline file to support different shadow setups for different light loops per project.
Restructured the code a bit in order to support multiple instances per project.
Fixed and issue with broken shaders when one of the samplers was set to 0.
8 年前
Tim Cooper
c30d33b8
[Format]Reformat via format.pl to match the new conventions
8 年前
Evgenii Golubev
fd637ec5
Make the view (shadow) matrix of point lights left-handed (to match spot lights)
8 年前
uygar
8db09493
Merge branch 'master' into shadows
8 年前
uygar
00cc82b2
Removed temporary shadow slice data struct again, as the lowendrenderpipeline declares its own struct now instead of using the renderpass.
8 年前