Felipe Lira
a6f26ba7
Fixed issue that was causing spot light shadows to not be rendered when cascades were enabled.
8 年前
Felipe Lira
50bea431
Reverted commited changes to projects settings by mystake.
8 年前
Felipe Lira
820537f9
Added spot light shadow support.
8 年前
Felipe Lira
6b76e6ce
Added emission self-illumin upgrader to low end mobile pipeline.
8 年前
Felipe Lira
998f6257
Added particles to lowend upgrader.
8 年前
Felipe Lira
2c8a0775
Added Render queue support to lowend shader inspector.
8 年前
Felipe Lira
8753342a
Implemented AssignNewShader callback to update shader keyword upon material upgrade.
8 年前
Felipe Lira
85eec1f1
Added ReflectionCubemap support to lowend mobile. Added Material upgraders to most of legacy shaders.
8 年前
Felipe Lira
37ce1cf7
Added emission map. Upgrade selected, and specular power now has a similar computation to legacy ones (shininess multiply) so when upgrading projects lighting behaves more or like the same as legacy.
8 年前
Felipe Lira
52030767
Fixed a shader compiler error due to glsl optimiser not understand interpolator arrays. Added shader keywords for cascades and vertex lighting.
8 年前
Felipe Lira
0ea8fe1a
Removed the now uncessary legacy MGD files. Unity can now load libMGD if it is in the correct folder.
8 年前
Felipe Lira
3ca50804
Fixed the clear issue that was causing the RT to be clear before setting the camera.
8 年前
Robert Srinivasiah
da530d20
Reset extracted camera properties
After we call SetupCameraProperties, we extract some state from the camera to use in SRP code. We want to reset that extracted state when we shouldn't be using it.
8 年前
Felipe Lira
96a96f65
UNITY_INITIALIZE_OUTPUT defined to nothing in OpenGL ES iOS build which was causing graphics issues on iOS.
8 年前
Robert Srinivasiah
3a8831ec
Use RenderTextureDesc to create VR RTs
We can now fetch RenderTextureDesc for VR eye textures from VRDevice. This greatly simplifies the creation process for VR RTs.
We should also do this for the camera 'back buffer'.
8 年前
Robert Srinivasiah
e11fc818
Start VR hack branch to experiment
Use with Mercurial branch graphics/vr-srp-sandbox
Current functionality:
* Works with VR singlepass only. Tested with split stereo display and Vive, but should work with other platforms that support singlepass.
* Stereo-izes only the DrawRenderers and DrawSkybox commands, on purpose. Shadow rendering is done mono
* Supports creation of intermediate targets, though the creation of a target that matches a VR target is currently kinda hacky.
8 年前
Felipe Lira
fba67c86
Name refactors and conversion from tabs to spaces.
8 年前
Felipe Lira
2707e7d4
Fixed shadow cascades issues. Cascade selection now uses the split spheres as cascade selection.
8 年前
Felipe Lira
f48ff264
Further renaming to keep consistency with documentation.
8 年前
Felipe Lira
870e00ba
Refactored LowEndMobile pipeline to have constant nomeclature across all modules. Organized project strucuture for clearer reference.
8 年前
Felipe Lira
00dbd214
Added options to use specular from base map and to choose wheter to use glossines from diffuse alpha (specular mask) or specular texture.
8 年前
Felipe Lira
45ce8af5
Fixed shadow bias. Moved PCF filtering to _SOFT_SHADOWS. Made a few settings more user friendly.
8 年前
Felipe Lira
3f96479b
Added RenderPipeline custom inspector.
8 年前
Felipe Lira
e72ab523
Removed dummy workaround passes from shader. Added dynamic pixel lights to scene.
8 年前
Felipe Lira
1bbdcd6d
Fixed rendering on metal
8 年前
Felipe Lira
9f7c7922
Added custom shader material to set correctly shader keywords for LRRenderPipeline.
8 年前
Felipe Lira
11a8a1a4
MaterialUpgrader for Mobile to LDRenderPipeline and small changes to allow gloss & shineness on LDRenderPipeline. Temporary workaround the issue that was causing Lightmap to crash unity.
8 年前
Felipe Lira
9dbfe2c5
Renames assets to Pipeline convention.
8 年前
Felipe Lira
38a9956f
Due to target hardware restrictions (ALU/bandwidth) LD won't support the same standard shader workflow. Instead a specular limited will be available.
8 年前
Felipe Lira
065244b9
Created base setup to support both metallic and specular in LDPipeline
8 年前
Felipe Lira
9bcbdc22
Added the "RenderPipeline" shader tag. moved all settings from QualitySettings to Pipeline asset.
8 年前
Felipe Lira
33d7e522
Upgrade mateiral upgrader to suit LDRenderLoop needs.
8 年前
Felipe Lira
6fff2662
Updated default pipeline asset to more conservative lowend settings.
8 年前
Felipe Lira
f39c298e
Fixed error after merge.
8 年前
Felipe Lira
0905d0bc
Merge branch 'master' into lowendmobile
# Conflicts:
# Assets/ScriptableRenderPipeline/RenderPasses/ShadowRenderPass.cs
# ProjectSettings/QualitySettings.asset
8 年前
Felipe Lira
be52007a
Merge branch 'master' into lowendmobile
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
Felipe Lira
e606701e
Added support to query shadowbias from Light. Fixed glossiness in specular.
8 年前
Felipe Lira
94d1068c
Added 4 tap shadowmap filtering.
8 年前
Felipe Lira
db6e8103
- Optimized tangetToWorld matrix multiplication
- Moved SH code to use builtin shader constansts. (SHA, SHB, SHC)
8 年前
Felipe Lira
d9ff7a64
Added MGD interceptor library and manifest to use Mali Graphics Debugger.
8 年前
Felipe Lira
5450c598
Fixed Lightmap issue and shadow issues on mobile.
8 年前
Felipe Lira
89e8323a
Added a material upgrader to convert VikingVillage materials to LD Pipeline ones.
8 年前
Felipe Lira
926abc33
Changed shader to specular setup and made a few cleanups.
8 年前
Felipe Lira
5dcbc378
Removed old ScriptableRenderLoop and Pipeline namespaces.
8 年前
Felipe Lira
05e84b23
Merge branch 'master' into lowendmobile
8 年前
Felipe Lira
21e43adc
Added Fog
8 年前
Felipe Lira
3bba2de4
Added NormalMap, Emission and Occlusion
8 年前
Felipe Lira
7adeb563
Added non-directional Lightmap support
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