40 次代码提交 (a97abc0c-1b40-4c9c-ba8b-a96edeb25143)

作者 SHA1 备注 提交日期
Julien Ignace d4b9dd15 Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting. 7 年前
Julien Ignace 8c3d6702 Screen Space Shadows for directional light v0 (WIP) 7 年前
Evgenii Golubev 13210372 Use macros instead of directly referencing matrix variables 7 年前
Peter Bay Bastian 9dd5e5c5 Change shader include paths to take advantage of Core being an include path now 7 年前
Evgenii Golubev 0ed1b80b Global rename 7 年前
Julien Ignace ec66382f - Moved GGX Convolution related files to Material/GGXConvolution 7 年前
sebastienlagarde 4b26e012 Move all core file to subfolder CoreRP + update shader include path to CoreRP/ShaderLibrary 7 年前
Julien Ignace 6cf5f4d4 Manually re-applied and fixed screen space shadow code after big merge of master that moved every files. 7 年前
Julien Ignace 93c49e08 - Switched sample count to a uniform to be changed by users 7 年前
Julien Ignace f7fb8e4a Fixed ifdef 7 年前
uygar c8556633 Changed shadow biasing. Biasing can now use normal and light vector information to avoid artifacts. 7 年前
uygar 251d7683 Added using the normal in deferred directional shadow passes if available. 7 年前
sebastienlagarde ad00b16a Merged GetPositionInput and UpdatePositionInput into one set of GetPositionInput overloads. 7 年前
sebastienlagarde 2bae089c Merge remote-tracking branch 'refs/remotes/origin/master' into shadows-biasing 7 年前
Julien Ignace fa58b33b Fixed some of the remaining problematic full screen passes (shadow and debug) 7 年前
sebastienlagarde 985e604a Various warning fix 7 年前
Julien Ignace 85039c4d Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RTRefactoring 7 年前
sebastienlagarde 046a77ef Merge remote-tracking branch 'refs/remotes/origin/master' into shadows-biasing 7 年前
sebastienlagarde b1b2e631 Merge remote-tracking branch 'refs/remotes/origin/master' into shadows-biasing 7 年前
uygar 34443229 Separated light and cascade data loading for directional lights. 7 年前
uygar 775d3f32 Optimized cascade selection code to reduce register usage. 7 年前
uygar 17e2992e Inserted pragma to reduce register pressure. 7 年前
uygar 75a06b95 Added a combined contact shadows + normal biasing pass. 7 年前
Julien Ignace d4548639 Added #pragma_only_renderers to compute shaders. 7 年前
sebastienlagarde 88378544 Bring back dynamic branch for cluster/tile in forward to reduce the number of shader variant 7 年前
Evgenii Golubev a3e9bdfc Improve the support of orthographic rendering 7 年前
Kay Chang 53b01e3a WIP adding Switch support. 7 年前
Kay Chang c279dc9c Re-added modified files for Switch without BOM. 7 年前
sebastienlagarde 89270e64 Rename _MainDepthTexture to _CameraDepthTexture (For builtin compatibility) 7 年前
sebastienlagarde 2dc510de Fix deferredDirectional shadow + add line in changelog 7 年前
sebastienlagarde 713ecc63 missing file 7 年前
Tim Cooper fafb59af Run code formatter. 7 年前
Sebastien Lagarde 4d25d4a1 Add normal buffer to directional shadow and forwar 7 年前
Antoine Lelievre 6a0b7e6f Added a kernel for contact shadows 7 年前
Antoine Lelievre c86387b6 Contact shadows works with point light and spot lights (in addition to directional) 7 年前
Antoine Lelievre a69f06e6 Removed useless kernel 7 年前
Antoine Lelievre 013fb07a Better dominant light detection algorithm 7 年前
Antoine Lelievre 78777de4 Added somne descriptive comments 7 年前
sebastienlagarde 1b755a40 Add opacity parameter for contact shadow 6 年前
sebastienlagarde 4a415b0c rename deferredShadow => screenspaceshadow + change to RG16 6 年前