5510 次代码提交 (7fa77a07-73c6-450b-a950-f63e1dd2a7ec)

作者 SHA1 备注 提交日期
Felipe Lira e42f8f63 Renamed and refactored shadowpass to improve readability 7 年前
Felipe Lira a05bc76c Remover near plane offset configuration from pipeline asset. We use the configuration set in the light itself. 7 年前
Felipe Lira c2267f06 Moved shadow related code from LightweightPipeline.cs into a proper shadow pass class 7 年前
Felipe Lira b026c884 excluding world pos interpolater after merge 7 年前
Felipe Lira de8adb82 Merge branch 'LWRP' into lw/multipass 7 年前
Aleksandr Kirillov be56a0c2 Fixed spotlights in LW PBR. 7 年前
GitHub 5e57070a Merge pull request #1134 from Unity-Technologies/lw/fix_shadergraph 7 年前
Aleksandr Kirillov fa774db9 Refactored some leftovers missed in the previous refactor. (SampleSpecularGloss) 7 年前
Aleksandr Kirillov 9af33ea3 Merge branch 'LWRP' into lw/fix_shadergraph 7 年前
Aleksandr Kirillov c856eeed Fixed broken shadergraph LW PBR shader template. 7 年前
GitHub 81d0b3df Merge pull request #1130 from Unity-Technologies/lw/common_refactor 7 年前
Felipe Lira 421fd93d Fix for the unmatching command buffer message 7 年前
GitHub 7f7b6cd3 Merge pull request #1118 from Unity-Technologies/lw/bugfixes 7 年前
Aleksandr Kirillov 01eba7d0 Moved includes to the top where it made sense. 7 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. 7 年前
Aleksandr Kirillov 10d82e06 Refactored the common code to not depend on specific global variable names. 7 年前
Felipe Lira 4d2339f3 api refactor to improve readability 7 年前
GitHub 8d3d47a2 Merge pull request #1128 from Unity-Technologies/lw/fix_pbr_shader 7 年前
Sebastien Lagarde 7fa77a07 Fix up layered lit materials with a subsurface mask map 7 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. 7 年前
Aleksandr Kirillov 1330d603 Fixed a compilation error in LW PBR Standard shader 7 年前
Paul Melamed 76eb75c7 Merge branch 'master' into decals/texture_atlas 7 年前
GitHub f25323ae Merge pull request #1133 from Unity-Technologies/Branch_FixSkyOverrideIssue 7 年前
Felipe Lira 5a8e42e7 Added support to up to 4 shadow casting lights in the base pass 7 年前
GitHub a53684d0 Merge pull request #1127 from Unity-Technologies/lw/surface_cb_split 7 年前
Paul Melamed 0c97c0da initial commit 7 年前
GitHub e1279e5b Merge pull request #1132 from Unity-Technologies/decals/transform_fix 7 年前
Felipe Lira a0c08eaf Further simplifications for the main directional fast path 7 年前
Aleksandr Kirillov 1f1983cd Fixed a typo in PBS particle surface data initializer 7 年前
Paul Melamed 45bae982 fix decal projector not reacting to change in transform, add more descriptive comments to DecalUtilities shader code. 7 年前
GitHub 7650c7a6 Merge pull request #1121 from EvgeniiG/master 7 年前
Felipe Lira caddf3df Removed light sorting. We won't need it with multipass strategy. 7 年前
Aleksandr Kirillov 0983d198 Moved SurfaceData to InputSrufaceCommon. 7 年前
GitHub b9ca6b50 Merge pull request #1123 from Unity-Technologies/Branch_FixNonFullScreenWireframe 7 年前
Felipe Lira 577f4336 fixed error in shadow sampling of local lights. 7 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. 7 年前
GitHub eb9c9469 Merge pull request #1125 from Unity-Technologies/decal_compiler_warning_fix 7 年前
Evgenii Golubev 8ebbdf07 Fix the edge darkening issue with volumetric lighting 7 年前
Felipe Lira fe8ef8dc Optimized light indexing to use conditional moves instead of dynamic indexing the constant. 7 年前
Aleksandr Kirillov 609209a9 Split the surface UnityPerMaterial CB into three (common, simple lighting and PBS). 7 年前
Julien Ignace 59d93b72 Fixed an issue where putting Sky Lighting Override mask to "Everything" would cause the scene view background not to be cleared anymore 7 年前
GitHub 7845ee5b Merge pull request #1126 from Unity-Technologies/build/automation 7 年前
Evgenii Golubev 5ef3dc32 Fix issue with out-of-bounds look-ups in the clustered data structure 7 年前
Felipe Lira 7597374d Split directional and local light shadow maps. 7 年前
Julien Ignace 575409ef Fixed an issue when using wireframe without a full screen render target in HDRP 7 年前
GitHub c8b5dd66 Merge pull request #1115 from Unity-Technologies/Branch_DebugWindowFix 7 年前
Evgenii Golubev 6737bfa1 Tabify 7 年前
Paul Melamed 2cf56db5 fix texture lod selection for clustered decals 7 年前
lyndon homewood 0e2f2f9c Corrected parameters to tex.GetDimensions in GetMipCount 7 年前
Felipe Lira a53eff3d Considered MainLight as always a directional light. This enables the following optimation: (and potentially more) 7 年前