Felipe Lira
870e00ba
Refactored LowEndMobile pipeline to have constant nomeclature across all modules. Organized project strucuture for clearer reference.
8 年前
Felipe Lira
f48ff264
Further renaming to keep consistency with documentation.
8 年前
Felipe Lira
2707e7d4
Fixed shadow cascades issues. Cascade selection now uses the split spheres as cascade selection.
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
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
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
3ca50804
Fixed the clear issue that was causing the RT to be clear before setting the camera.
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
820537f9
Added spot light shadow support.
8 年前
Felipe Lira
a6f26ba7
Fixed issue that was causing spot light shadows to not be rendered when cascades were enabled.
8 年前
Felipe Lira
6c22422b
Changes to lowend upgraders after material upgrader callback.
8 年前
Felipe Lira
9f125a27
Added light sorting based on shadow, light types priorization and intensity. Effectively capping max vertex lights to 4 now.
8 年前
Tim Cooper
c30d33b8
[Format]Reformat via format.pl to match the new conventions
8 年前
Felipe Lira
c063a880
Reduced amount of shader variants by optimizing away a few keywords.
8 年前
Felipe Lira
09d61731
Removed LDPipeline dependency from shadowrenderpass.
7 年前
Felipe Lira
dd4cded2
Fixed rendering issues when no realtime lights were present.
7 年前
Felipe Lira
ae4bcfc3
Fixed issue where lightprobes were not rendering.
7 年前
Felipe Lira
ddbc0256
Added support to reflection probes.
7 年前
Felipe Lira
7ffb14f0
Fixed shadow acne issues that were apparent in Metal.
7 年前
Felipe Lira
7b6bea1a
(LDPipe) Fixed issue where objects where not being rendered in metal when there was not light shadow caster.
7 年前
Felipe Lira
6275e9d2
Added baked emission support to LD pipe and proper test scene
7 年前
Felipe Lira
6f3e7b0a
Refactored LD to Lightweight
7 年前
Felipe Lira
c3cd030b
After pipeline lifecycle changes in the engine now we can set the pipeline tag upon asset creation and disposal.
7 年前
Felipe Lira
0f4a886b
LightweightPipeline settings per light objects with StructuredBuffer. Right now for gles 2.0 we need an alternate solution. Added multiple point lights scene.
7 年前
Felipe Lira
a2f2b1e9
When only a single directional light is available we don't set per object lights. Added drawRenderers with SRP default light pass to render sprites.
7 年前
Felipe Lira
12c9973a
Fixes to previous commit. GetVisibleRenderersCount() is not yet in main SRP branch, which would cause compiler errors. Value initialized to a constant for now.
7 年前
Tim Cooper
acb5e6cb
rename CullingParameters -> ScriptableCullingParameters
7 年前
Felipe Lira
7b9c5509
Fixed issue that was causing Lightweight pipeline to not be disposed/recreated when changing asset settings.
7 年前
Tim Cooper
8b0f6d4c
use pooling
7 年前
Tim Cooper
696ae193
Fixing memory allocations
7 年前
Tim Cooper
b1156959
[gc]Convert to pooling
7 年前
Felipe Lira
578640d3
Optimized shader path for single directional light.
7 年前
Felipe Lira
94744828
Removed shadow sampling from loop, shadow bias taken from light, improved shadow algorithm
7 年前
Felipe Lira
0a1fead0
Fixed rendering when no lights we present in the scene. Updated test scenes and images.
7 年前
Tim Cooper
88c53704
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into reduce-gc
# Conflicts:
# Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs
7 年前
Felipe Lira
8265d3ce
Added support to per-object light list for SM 2.0 devices
7 年前
Felipe Lira
b5ec9f9b
Fixed the issue that shadows were not being disabled when NO_SHADOWS were select in the pipeline asset.
7 年前
Felipe Lira
4c1c0d7b
Added SpritesDefault shader with the lightweight pipeline tag to avoid issueing more drawrenderers.
7 年前
Felipe Lira
cecb2f6f
Added light index map to disable exceeding lights uploaded to buffer.
7 年前
Felipe Lira
8f9eef29
Added support to MSAA.
7 年前
Felipe Lira
18eb7834
Added option to use MSAA backbuffer and benefit from hasMultipleSampleAutoResolve. Changed MSAA to MSAASampleCount
7 年前
Felipe Lira
7b4dc0f8
Added support for UI rendering in LightweightPipeline.
7 年前
Felipe Lira
8ec89a38
LinearGamma conversions added based on Pipeline keyword.
7 年前
robbiesri
a3b2bb83
Script support for XR in LightweightPipeline
Script changes were relatively trivial.
The only real tricky part I ran into was that I had to change the temporary RT release point to after the final blit, because of how texture arrays work right now if you need to blit between them. If the reference is released too early, the texture is freed just before the blit. This only affects the Stereo Instanced path.
7 年前
robbiesri
4ebf9cfd
Fix clear code in LightweightPipeline
The clear code wasn't clearing depth if the camera clear flag was set to Skybox. The skybox rendering is dependent on depth being cleared initially, so it can fill in areas that opaque rendering hasn't covered. But right now, depth is not being cleared, which breaks rendering.
This is a temporary fix for the clear code, as it isn't entirely optimal for TBDR GPUs. Ideally, the first camera in the camera stack will clear both depth and color in order to prevent tile initialization. Then the following cameras will avoid color clearing as they will need to load the contents from the previous camera render. This code will be amended when Felipe adds camera stack support to LightweightPipeline.
7 年前
robbiesri
56270c88
Merge branch 'master' into LighweightPipelineXR
7 年前
Peter Bay Bastian
d969dce9
Update to work with graphics/srp/prepare-filtering
7 年前
Felipe Lira
7d62ca8f
Merge branch 'master' into LightweightPipeline
# Conflicts:
# Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipeline.shader
7 年前
Felipe Lira
9994f20c
Added the new PostProcessing stack support.
7 年前
Felipe Lira
6959ac25
Added initial prototype version of Lightweight PBS shader. Started moving away from legacy shader library.
7 年前
Peter Bay Bastian
a4ea9ff8
Merge branch 'master' into prepare-filtering
# Conflicts:
# Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs
7 年前
Felipe Lira
62e3c403
Merged master.
7 年前
Felipe Lira
c28f1752
Added attenuation procedural texture generation code and attenuation texture in shader.
7 年前
Felipe Lira
c9cb44ad
Added optimized single light path for DIRECTIONAL, SPOT, POINT
7 年前
Felipe Lira
976a3de6
Fixed self-shadowing artifacts.
7 年前
Felipe Lira
a6a01a17
Fixed merge errors in the scene lightweight lights scene.
7 年前
Felipe Lira
5f72f0d9
Fixed issue that was causing the attenuation to be applied to direcitonal lights when using attenuation texture.
7 年前
Felipe Lira
6c2f7107
Fixed light intensity issue that was causing lights to be saturated.
7 年前
Felipe Lira
8ef5b589
Fixed camera background color.
7 年前
Felipe Lira
0e48243b
Added viewport camera code.
7 年前
Felipe Lira
6ead8e71
Fixed viewport setup for cameras rendering to RenderTexture.
7 年前
Felipe Lira
605dc966
Fixed most of the lightweight graphics tests.
7 年前
Felipe Lira
2174bed4
Added microfacet BRDF model. Some changes to keywords in the LightweightStandard shader GUI.
7 年前
Felipe Lira
d9c64960
Added CameraComparer to sort camera array by depth. Moved some functions to LightweightUtils.
7 年前
Felipe Lira
f8d61440
Added binding to Depth RT for post processing. Added hook for custom BeforeTransparent fx.
7 年前
Felipe Lira
fe87000e
Fixex rendering issue caused by missing msaa in the depth texture.
7 年前
Felipe Lira
da5a9b1b
forced MSAA being disabled when postprocessing is on to avoid issues.
7 年前
Felipe Lira
5fbceb59
Missing changes to last commit.
7 年前
Felipe Lira
aa44f05c
Added first step of camera management.
7 年前
Felipe Lira
47b306b8
Added RenderScale support.
7 年前
Felipe Lira
7fa30ff5
fixed the issue that was causing the UI to not render in scene view.
7 年前
Felipe Lira
aa904253
Fixed transparent sorting issues between lit and unlit shaders.
7 年前
Felipe Lira
301fd283
Added mixed vertex/frag SH evaluation. Added GlossyEnvironmentColor to be used when glossy reflections are off.
7 年前
Felipe Lira
c5450cac
Fixed glossy env color from ambient probe. Added gfx tests 31-34 to test various setup of SH/Lightmap with different ambient sources.
7 年前
Peter Andreasen
4ee81c73
changes from p4
7 年前
Felipe Lira
05b5c4c5
Added FloatPoint HDR format support.
7 年前
Felipe Lira
961ab624
Light refactor to sort lights and disable directional lights from per object light lists.
7 年前
Felipe Lira
cced0898
Refactored light setup to not sort lights. Sorting at a global level would introduce light popping.
7 年前
Felipe Lira
94a4d501
Added PerFrame and PerCamera constant buffers.
7 年前
Felipe Lira
a2e2e57a
Fixed build error caused by missing UNITY_EDITOR
7 年前
Felipe Lira
413c2583
Added support to SoftParticles
7 年前
Thomas
076b0d65
Cleaned up unused usings
7 年前
Thomas
6a23edcf
Dead code / warning / spaces removal
7 年前
Felipe Lira
5f970d63
Merge branch 'Unity-2017.3' into LightweightPipeline
7 年前
Felipe Lira
e24302fd
Added support to CopyDepth. It used copytexture if platform supports at least basic copy, if not it uses a blit with a depthcopy shader.
7 年前
Felipe Lira
ead2f8b7
Renamed RenderingConfiguration to FrameRenderingConfiguration to avoid confusion with RendererConfiguration.
7 年前
Felipe Lira
252443ec
Light sorting added based on lightType, shadowType, cookie support, intensity if directional, distance to camera otherwise.
7 年前
Felipe Lira
06348311
Added support to 9 lights to lightweight. 1 main light + 8 per-object.
7 年前
Felipe Lira
cdc50657
Merge branch 'Unity-2017.3' into LightweightPipeline
# Conflicts:
# ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs
7 年前
Felipe Lira
8f772a0a
Fixed crash when trying to access lights created in the light particle module.
7 年前
Felipe Lira
a01c178c
Enabled back support to vertex lighting
7 年前
Felipe Lira
792168b1
Reduced number of shader variations.
7 年前
Felipe Lira
98bc9a10
Optimized spotlight attenuation to be done with a DP3 and MAD instrucitons.
7 年前
Felipe Lira
a7ea582f
Addresssed UI issues.
7 年前
Felipe Lira
8ea2f9d8
Added support to directional light cookie.
7 年前
Felipe Lira
64c4168e
Added support to spot light cookies.
7 年前
Felipe Lira
b1356299
Added unlit pass rendering for opaque objects.
7 年前
Felipe Lira
0692cac2
Fixed issues that was causing the renderbuffers imcomplete error on opengl.
7 年前
Felipe Lira
637f73f9
Fixed alpha issues in scene camera.
7 年前
Felipe Lira
7cad2ae7
Small fix
7 年前
Felipe Lira
8f6a326d
Removed Attenuation texture dependency due to precision issues with an alpha8. Optimized attenuation function to use 1 MAD instruction for the smooth factor.
7 年前
Felipe Lira
9ac0c202
fixed bug in vertex light count
7 年前
Felipe Lira
dc533887
Fixed light sorting popping. Changed the way main light is computed. It can only be a directional light or a light that casts shadow.
7 年前
Felipe Lira
ee5a618b
Added code to make BeforeTransparent postfx work. We need a way to check when the effect is enabled to properly make it work.
7 年前
Felipe Lira
8c9baae9
Fixed points lights that were wrongfully lit when additional pixels lights were zero.
7 年前
Felipe Lira
5266236e
Added camera inspector for lightweight pipeline.
7 年前
Felipe Lira
e3ae9976
Fixed issue that was causing point lights to not be shaded when only 1 light was visible.
7 年前
Felipe Lira
f61a71e0
Split resourse setup for Mono and Stereo.
7 年前
Felipe Lira
57fd61c7
Disabled postprocessing and softparticles for VR. Depends on robs PR. Fixed postprocessing beforetransparent effects.
7 年前
Felipe Lira
c7738b32
Added a depth prepass for cases when MSAA is enabled and we don't have texture2DMS to resolved depth.
7 年前
Felipe Lira
2d7d95e7
Added support to subtractive mixed light mode.
7 年前
Felipe Lira
69f92503
Fixed issue that caused wrong RT setup for platforms that support MSAA back buffer.
7 年前
Felipe Lira
7867cec0
Fixed some issues on OpenGL and fixed test scene 007 material keywords.
7 年前
Felipe Lira
cdde6929
Fixed build error on android.
7 年前
Felipe Lira
55665f03
Replaced explicit render texture creation mode with RenderTextureDescriptor
7 年前
Felipe Lira
d72cae5f
Minor shader optimization
7 年前
Felipe Lira
2afc78cf
Changed lightweight asset to define total amount of pixel lights instead of additional pixel lights. That was confusing for most people. Also limited vertex light to 4.
7 年前
Felipe Lira
4ec26522
Removed obsolete comment
7 年前
Felipe Lira
0069001b
Added fix to subtractive mode.
7 年前
Felipe Lira
cbdfbba2
Added fallback to error shader when pipeline fails to find suitbale pass.
7 年前
Felipe Lira
f8a9d47a
Updated inspectors to 2018.1 and remove pipeline warnings.
7 年前
Felipe Lira
0a8c1dae
Small refactor of soft particles to RequireDepth as that is more general.
7 年前
Felipe Lira
f545fbe7
Fixed a null reference when particle component lights were used.
7 年前
Felipe Lira
bc18e113
First part of relatime shadows refactor.
7 年前
Felipe Lira
fa504521
Runned auto format tool.
7 年前
Felipe Lira
bf2f0fdc
Fixed depth prepass clearing issue.
7 年前
Arnaud Carre
881e0ad2
Refactor to match c++ engine for:
DrawRendererSettings -> DrawSettings
FilterRenderersSettings -> FilterSettings
DrawSortSettings -> SortSettings
7 年前
John
afae267f
Initial integration of Post-FX V2 MSVO to LW
7 年前
John
a7402091
Initial integration of Post-FX V2 MSVO
7 年前
Felipe Lira
913c6f83
Added support to pipeline rendering features.
7 年前
Felipe Lira
07f33562
Fixed spot light angle attenuation. Now it matches legacy Unity. Not exposing now innerCone angle due to LW not supporting additional light component.
7 年前
Sebastien Lagarde
0690038f
HDRenderPipeline: Homegenize name prepass postpass
7 年前
Felipe Lira
bb237480
Combined shadow and light classification keywords to reduce shader variantions by ~30%.
7 年前
Felipe Lira
b5dfd1ee
Moved bias and normalBias to caster side. Applying frustum size scale on cascade bias and texelSize scale in normal bias.
7 年前
Felipe Lira
2490de82
Improved shadow ALU and CB usage.
7 年前
Felipe Lira
0424ce0c
Removed cascade index branching by setting an extra no-op cascade matrix.
7 年前
Felipe Lira
a37807cb
Small fix on the cascade error message.
7 年前
Felipe Lira
bc759f87
Fixed normal bias.
7 年前
Felipe Lira
c8fe74dd
Normal bias now matches unity legacy values. Fixed z-range on OpenGL platform.
7 年前
Felipe Lira
3896601d
Updated lightweight to upload correct color when in gamma colorspace.
7 年前
Mike Wuetherick
767eac9b
Merge branch 'LightweightPipeline' into projects/TheLastStand
7 年前
GitHub
a204c630
Merge pull request #738 from Unity-Technologies/LW-ShadowRefactorV2
Shadow Refactor v2
7 年前
Felipe Lira
f8249fa0
Fixed shadows on OpenGL
7 年前
Felipe Lira
567d0716
Blit shaders modified to avoid tile depth load.
7 年前
Felipe Lira
d66bbf81
HDR is disabled by default in LW pipeline asset. This was causing a major performance difference because builtin will only have HDR enabled in forward if a tonemapping fx is enabled.
7 年前
Felipe Lira
1e4494ad
Shader variants reduced by 50% by removing fog EXP and combining DIRLIGHTMAP_COMBINED with LIGHTMAP_ON
7 年前
Tim Cooper
cf875c87
No ligh list support
7 年前
Thomas
77910e79
GC fix (saves 4.9KB/frame)
7 年前
Thomas
1a8f983d
GC fix (saves 360B/frame)
7 年前
Thomas
d798451c
GC fix (saves 188B/frame)
Ultimately `SetShaderKeywords` should be done differently.
7 年前
Thomas
73aec04c
GC fix (saves 0.6KB/frame)
Note: the cost of adding a stack copy to `SetupShadowReceiverConstants` is minimal compared to the GC pressure gain.
7 年前
Thomas
57797a4c
Compararer -> Comparer
7 年前
Felipe Lira
70226c0e
Fixed viewport rendering issue.
7 年前
Felipe Lira
8f43aa08
Merge branch 'LW-Optimization'
7 年前
GitHub
efa6b6c6
Merge pull request #779 from Unity-Technologies/lw-gc-optim
Reduced GC pressure in LWRP
7 年前
Kay Chang
42c358c5
Added Switch support for SRP sample project.
C# scripts modified to build without XR support on Switch.
7 年前
Felipe Lira
fa2a25c6
Fixed VR single pass rendering and some RT state management.
7 年前
Felipe Lira
dba19ad6
Added support to BakedIndirect and CopyColor to emulate grabpass.
7 年前
Felipe Lira
95d4096e
Fixed beforetransparent postfx depth issue.
7 年前
Felipe Lira
6c1a2838
Added a m_DepthRenderBuffer flag to make it more clear when we use depth from prepass or from renderbuffer depending on msaa. Commented code and renamed DepthPrePass to make it more clear.
7 年前
Felipe Lira
41d85d61
Added softparticles option to lightweight asset.
7 年前
Felipe Lira
29f49f04
Fixed issue that was causing rendering of camera with viewport other than default to fail with msaa disabled.
7 年前
Felipe Lira
1ee76480
Refactor on LW shader library to make it more user friendly.
7 年前
Felipe Lira
1185b678
Fixed vertex lighting double shading issue. Light constants being initialized to default values for all the light buffer.
7 年前
Felipe Lira
46d124a0
Added 5x5 Tent filtering on desktop.
7 年前
Felipe Lira
35f80d17
Updated shadow constants to cache propertyID
7 年前
Felipe Lira
c4fe41bb
workaround to alleviate the bias cascade issue while we don't have a proper solution.
7 年前
John
bce0fede
View space position reconstruction
7 年前
John
eb585d61
Initial implementation complete, 1-tap
7 年前
John
5fcbd9af
Cleanup, Integrations with Shadows.hlsl
7 年前
John
3c40b17c
Merge brnganch 'LightweightPipeline' into LW-ScreenSpaceShadows
Fetching 5x5 tent PCF
7 年前
John
dea94b9d
Merge branch 'master' into LW-ScreenSpaceShadows
7 年前
John
31c4096c
Initial UI additions, fixes
7 年前
John
3943e216
Frame configuration setup
7 年前
John
23c8824d
Setup shadow reciever constants before gather pass.
7 年前
John
b1d4f079
Lit Pass Integrations, Keyword config
7 年前
John
f210f98e
refactoring frustum corners to util function
7 年前
John
2d3db4b5
Moved frustum corners to shadow buffer
7 年前
John
354589c6
Main light keyword must be set up before shadow gather
7 年前
John
ec8b4a6b
Refactor and renaming
7 年前
John
cc3596dc
Keyword reduction: Assume ScreenSpace Shadows when Cascades enabled
7 年前
John
c3c11ecf
Orthographic support
7 年前
John
90cac197
Stripped UI options/pipeline config of feature. Relies on cascades for now.
7 年前
John
3e638dcc
Support for disabled MSAA
7 年前
John
cf25c602
Merge master
7 年前
John
7c095b49
Merge ScreenSpaceShadows
7 年前
John
d56fa578
Merge ScreenSpaceShadows
7 年前
John
7e059bd2
Feature config refactor and cleanup
7 年前
John
b2e8261d
Feature CPU optimizations
7 年前
John
3023e8c8
Merge Screen Space Shadows
7 年前
Felipe Lira
91e75b1e
Updated LW to always use ScreenSpace shadowmap. This is a safe compromise until we can strip multi_compile keywords with a c# api.
7 年前
Tim Cooper
012562ae
in LW the color target should be created in SRGB
7 年前
Felipe Lira
e0165b6e
Enabled BakedIndirect in the UI.
7 年前
Tim Cooper
803d7f40
Merge remote-tracking branch 'origin/master' into LW-ScreenSpaceShadows-KeywordsReduction
7 年前
Tim Cooper
3fbc756d
Fix reference to screenspace shadow shader so that it can be referenced in a build.
7 年前
John
2d7df006
World space position reconstruction via unprojection
7 年前
John
42efbec7
Set ss shadowmap RT format back to R8 from debug visualize.
7 年前
Felipe Lira
824548ef
Fixed spot light shadows.
7 年前
John
0bfdddfc
Merge Screen Shadows
7 年前
Joel de Vahl
f3cd88c5
Started work on light optimizations for low tier mobiles
7 年前
John
e5aff3eb
Initial integration of diffusion profile settings to sss
7 年前
John
1f75feea
Diffusion profile integration
7 年前
John
ec9b2e04
Made build-ready, fixed serialization issues, stripped unused constants, fixed bias issue with transmission
7 年前
Tim Cooper
aeefe219
Merge branch 'master2' into LW-LightOptimizations
7 年前
Tim Cooper
d6c78179
Disable a number of LW features to reduce combination pressure until we have proper keyword stripping.
7 年前
Tim Cooper
5c9658dd
Strip shadows on / off keyword (pretend shadows are always on and use a 4x4 texture)
7 年前
Tim Cooper
946ceb4f
Fix scene view grid rendering in LW (copy depth out)
7 年前
Andre McGrail
fe219a04
Added fix for Particle Spotlights in the light loop
Fixed default particle shader to be correct Unilit/Fade
7 年前
Andre McGrail
bd2373cc
Fixed Typo
7 年前
Robert Srinivasiah
c6431961
Add support for profiling LWRP cameras
BeginSample and EndSample are per LWRP camera. Implementation feels clunky, but so be it.
7 年前
Robert Srinivasiah
03049d22
Fix existing typo
7 年前
Robert Srinivasiah
045a8891
Use the same command buffer for both begin and end sample
7 年前
Robert Srinivasiah
68e23d33
Support depth texture correctly in stereo
The seperate depth RT wasn't being created or managed correctly in stereo.
7 年前
Robert Srinivasiah
50de5bc1
Properly bind shadow maps when stereo texture arrays are being used
Using LightweightPipeline.SetRenderTarget unilaterally considers intermediate targets as being texture arrays, which is not true for the shadow maps.
7 年前
Robert Srinivasiah
f2ae3326
Progress toward stereo-ized shadows (WIP)
The shadows are building correctly, but they are not populating the ScreenSpaceShadowMap correctly (in ScreenSpaceShadows)
7 年前
Tim Cooper
940d74cc
Add high level camera callbacks to HD / LW.
7 年前
Robert Srinivasiah
e907643a
Merge remote-tracking branch 'origin/master' into lwrp-xr-shader-fixes
7 年前
Tim Cooper
552f83af
Update Callback's to show they are static calls (thanks Rob).
7 年前
Tim Cooper
e2dc966c
doing some lw-callback testing work
7 年前
Robert Srinivasiah
56d9be64
Experimental debugging code, nothing works
7 年前
Tim Cooper
6e7638aa
Doing some hacks. Do two passes for collect shadows, do draw mesh instead of blit
7 年前
Robert Srinivasiah
711ae2e0
LWRP - Work around texture array blit issue for screen-space shadow map
Our internal blit code does not want to bind all slices of a texture array if either the source of destination isn't a texture array. If we use a NULL source, then the engine won't bind all slices.
Even though we don't need a source, I can bind the screenspace shadow map texture in order to satisfy the engine. We need to fix the engine, or use another path in engine.
The screenspace shadow map generation still isn't quite working, but at least all slices are bound!
7 年前
Robert Srinivasiah
41ed1c6f
Use DrawProcedural instead of Blit for Screen-space Shadow Map
Because of stereo instancing issues with null source Blit, we can try using DrawProcedural.
Everything seems to work ok, except for some bizarre unity_StereoEyeIndex functionality inside of the fragment shader during instancing.
7 年前
Robert Srinivasiah
30e1848a
Simplify start/stop stereo rendering apperance
Hide some boilerplate code behind methods
7 年前
Robert Srinivasiah
187beb91
Unify SetupIntermediateResourcesSingle + SetupInter'ResourcesStereo
The code was mostly doing the same thing, but stereo was being left behind as features were added to SetupIntermediateResourcesSingle. No longer!
There is some follow-up work to do. Not all targets being allocated respect RenderScale. And we could probably cache off our generated RenderTextureDescriptor.
7 年前
Robert Srinivasiah
6694ffcc
Actually fix the typo in temp var name
I tried fixing this before, and I screwed it up because I am a moron. 10 year old me would be very disappointed in my spelling.
7 年前
John Parsaie
8cc0d941
Merge SRP 2018.1
7 年前
Tim Cooper
b2cf3962
Fix existing typo
7 年前
Tim Cooper
33926192
Support depth texture correctly in stereo
The seperate depth RT wasn't being created or managed correctly in stereo.
7 年前
Robert Srinivasiah
3c4b3fab
LWRP - Disable stereo on cams that don't have both target eyes enabled
Pretty simple change, was a mistake to omit. Mirrors logic in HDRP FrameSettings
7 年前
Tim Cooper
7fc5180c
Properly bind shadow maps when stereo texture arrays are being used
Using LightweightPipeline.SetRenderTarget unilaterally considers intermediate targets as being texture arrays, which is not true for the shadow maps.
7 年前
GitHub
793fe433
Merge pull request #1020 from Unity-Technologies/lwrp-xr-shader-fixes
LWRP XR Fixes
7 年前
Tim Cooper
bd120376
Progress toward stereo-ized shadows (WIP)
The shadows are building correctly, but they are not populating the ScreenSpaceShadowMap correctly (in ScreenSpaceShadows)
7 年前
GitHub
6a69b095
Merge pull request #1021 from Unity-Technologies/lwrp-xr-per-cam
LWRP - Disable stereo on cams that don't have both target eyes enabled
7 年前
Tim Cooper
f0d70be7
LWRP - Work around texture array blit issue for screen-space shadow map
Our internal blit code does not want to bind all slices of a texture array if either the source of destination isn't a texture array. If we use a NULL source, then the engine won't bind all slices.
Even though we don't need a source, I can bind the screenspace shadow map texture in order to satisfy the engine. We need to fix the engine, or use another path in engine.
The screenspace shadow map generation still isn't quite working, but at least all slices are bound!
7 年前
Tim Cooper
ad318cf6
Simplify start/stop stereo rendering apperance
Hide some boilerplate code behind methods
7 年前
Tim Cooper
179ce584
Unify SetupIntermediateResourcesSingle + SetupInter'ResourcesStereo
The code was mostly doing the same thing, but stereo was being left behind as features were added to SetupIntermediateResourcesSingle. No longer!
There is some follow-up work to do. Not all targets being allocated respect RenderScale. And we could probably cache off our generated RenderTextureDescriptor.
7 年前
Felipe Lira
8610635a
Changed shadowmap to use D16_UNORM format.
7 年前
John Parsaie
0fe793d7
Merge 2018.1
7 年前
Felipe Lira
9d9d5435
Initial prototype.
7 年前
Felipe Lira
9acad36a
Fixed regression that was causing shadows to not render.
7 年前
Felipe Lira
4c6c80fe
Fixed cascade UI
7 年前
Felipe Lira
225e061d
Fix shadowmap on low end devices. Forces hard shadow/ single cascade on GLES2 platform.
7 年前
Felipe Lira
6dfa6b66
Fixed error about R8 texture format not being supported on old GLES 2.0 devices.
7 年前
John Parsaie
40539650
Merge branch '2018.1' into projects/TheLastStand
7 年前
John Parsaie
00a84cd8
Initial debug mode branching
7 年前
Peter Bay Bastian
c7415ded
Disable a number of scene view draw modes for LWRP
7 年前
John Parsaie
3fb08cf4
Debug View Mode
7 年前
John Parsaie
52a8d814
Remove MSVO
7 年前
John Parsaie
c285e71c
Initial implementation of debug views
7 年前
John Parsaie
8953ccf9
Intial debug view implementation.
7 年前
Felipe Lira
47a2960a
Merge branch 'master' into LW-Bugfix
# Conflicts:
# ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Shadows.hlsl
7 年前
John Parsaie
430cb9f0
Updated Debug views, Smoothness, Tangents space normal, gamma correction
7 年前
Felipe Lira
eb002cd5
Fixed unmatched command buffer profiler block.
7 年前
Felipe Lira
6cf19ecb
Updated shadowmap to use clamp mode and avoid xy bounds check (when we have scissor)
7 年前
Tim Cooper
aa9702e1
Use scissor on shadowmap to mimic 'clamp to edge'.
7 年前
Felipe Lira
95a4c008
Fixed unsuported R8 texture format in GLES2.
7 年前
John Parsaie
c46de7ff
Additive light support
7 年前
Matt Dean
35596864
Add Distortion Texture functionality
7 年前
Matt Dean
09db20ac
Renames and cleanup
- Rename all instance of "Distortion" to "Opaque"
- Change cbuffer name to "Opaque Copy"
- Fix require/requires inconsistency
- Fix relative path in sampling shader
6 年前
Matt Dean
5b394827
Add support for render scale and XR
6 年前
John Parsaie
73467192
Merge branch '2018.1' into projects/TheLastStand
7 年前
Matt Dean
0084aaa8
PR Fixes
- Rename TextureScale.Full > TextureScale.One
- Release opaque RT
- Implement CreateRTDesc function to handle scaling
- Fix return on missing depth
- Change texcoord to dimension 2
- Change interpolators to float precision
- Remove projection calcs in vertex shader
- Change fragment division to multiplcation
6 年前
John Parsaie
b7f1ff5f
Added MSVO pass.
7 年前
Matt Dean
500dc7e2
More PR fixes
- Change sampling offset to uniform and remove shader pass
- Change Scale 1 to point filtering
- Change Scale 0.5 to bilinear filtering
- Add bilinear 0.25 scale option
- Add DrawAnimatedPopup method
6 年前
John Parsaie
940faf7a
Added SSAO Debug View to Pipeline
7 年前
Felipe Lira
0820dca1
Pipeline always respects user decision to not clear camera even if it impacts performance on mobile.
7 年前
John Parsaie
dbc7ce60
SSAO Debug View.
7 年前
John
f55cbac8
Fixed SSAO on DX11
7 年前
John Parsaie
31b37a3d
Fixed SSAO on DX11
7 年前
Felipe Lira
049fa5ed
Merge branch 'master' into lw/shadow-optimization
# Conflicts:
# ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
7 年前
John Parsaie
bba8b22a
Added shadows debug view
7 年前
John Parsaie
4c2af84a
Potential fix to the broken preintegrator, checking OSX
7 年前
Felipe Lira
db005356
Added keyword to avoid shadow sampling.
7 年前
Felipe Lira
b37a37c8
Added fog exp back to lw.
7 年前
Felipe Lira
89d35dea
Fixed regression that was causing shadows to not render.
7 年前
Felipe Lira
1af4820e
Fixed shadowmap on low end devices. Forces hard shadow/ single cascade on GLES2 platform.
7 年前
John Parsaie
93b78ad8
Hair sorting passes
7 年前
Felipe Lira
b2f50177
Updated shadowmap to use clamp mode and avoid xy bounds check (when we have scissor)
7 年前
Felipe Lira
3b4ae136
Use scissor on shadowmap to mimic 'clamp to edge'.
7 年前
Felipe Lira
c1ce89b5
Merge branch 'master' into lw/shader-optimization
# Conflicts:
# ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandard.shader
# ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader
# ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardTerrain.shader
7 年前
Felipe Lira
081c3075
Added render scale support to screenspace shadowmap.
7 年前
Felipe Lira
1e0a5a30
Merge branch 'lw/shadow-optimization'
7 年前
Felipe Lira
090e9c4e
Added _ScaledScreenParams shader property to access camera size scaled by render scale.
7 年前
Felipe Lira
2c105ee5
Fixed shadowmap leaking.
7 年前
Felipe Lira
a53eff3d
Considered MainLight as always a directional light. This enables the following optimation: (and potentially more)
- no position WS interpolator
- no distance attenuation computation
- saved homogeneous coord division as w is always 1.0 in orthogonal projections
7 年前
Felipe Lira
e9179283
Merge branch 'master' into lw/bugfixes
7 年前
Felipe Lira
7597374d
Split directional and local light shadow maps.
7 年前
Felipe Lira
caddf3df
Removed light sorting. We won't need it with multipass strategy.
7 年前
Felipe Lira
c192bf42
Fixed shadows in VR
7 年前
Felipe Lira
5a8e42e7
Added support to up to 4 shadow casting lights in the base pass
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
Felipe Lira
4d2339f3
api refactor to improve readability
7 年前
Felipe Lira
933c7fdd
Merge branch 'LWRP' into lw/bugfixes
7 年前
Felipe Lira
c9ac4b4d
Fixed shadowmap leaking.
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
Felipe Lira
71f243c0
Fixed command buffer unmatching warning.
7 年前
Felipe Lira
e1b15146
Added a renderscale threshold. Variations within the threshold will be disregarded and default scale will be used.
7 年前
Felipe Lira
e452603c
Added keyword to avoid shadow sampling.
7 年前
Felipe Lira
421fd93d
Fix for the unmatching command buffer message
7 年前
Felipe Lira
de8adb82
Merge branch 'LWRP' into lw/multipass
# Conflicts:
# ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
# ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLit.hlsl
# ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl
# ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl.meta
# ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader
7 年前
Matt Dean
f98f82d0
Merge remote-tracking branch 'origin/LWRP' into LW-DistortionPass
6 年前
Felipe Lira
c2267f06
Moved shadow related code from LightweightPipeline.cs into a proper shadow pass class
7 年前
Matt Dean
e1c4f751
Rename OpaqueDownsampling and remove cast to half
6 年前
Matt Dean
1e3fa46e
Missing from previous commit
6 年前
Felipe Lira
b1944d59
Cast shadows prop removed, we use shadow strenght instead. Reverted changes that removed light type from w position component. We might want it to be generic in case people want to use other shaders with LW.
6 年前
Felipe Lira
66f3ec92
Added support to ComputeBuffer for non mobile and non WebGL platforms.
6 年前
Felipe Lira
f9e052f0
Added render scale support to screenspace shadowmap.
7 年前
Felipe Lira
52894fd0
Added _ScaledScreenParams shader property to access camera size scaled by render scale.
7 年前
Felipe Lira
bf164955
Fixed some issues with multiple shadow casting lights.
6 年前
Felipe Lira
bb0036f1
Fixed shadows in VR
7 年前
Felipe Lira
7f179dc1
Minor improvements to light index buffer.
6 年前
Felipe Lira
4fe2fdda
Controls the amount of local lights shaded in a pass based on the support for StructuredBuffer
6 年前
Felipe Lira
6c4ee69c
Added a renderscale threshold. Variations within the threshold will be disregarded and default scale will be used.
7 年前
Felipe Lira
c62af604
Fixed vertex light computation and amount o max local pixels per pass.
6 年前
Felipe Lira
b44aeec0
fixed shadow kewords setup
6 年前
Felipe Lira
6f3789f6
Fixed Y-flip in LW when a camera is rendering to a RT
6 年前
Felipe Lira
84d6783d
Setting up light indices much earliear in the pipeline for better thread scheduling.
6 年前
Thomas
98acf904
Fixed Y-flip in LW when a camera is rendering to a RT
6 年前
Felipe Lira
89c899a1
Fixed newline endings in the files touched by this PR.
6 年前
Matt Dean
d49f6ee9
Merge remote-tracking branch 'origin/LWRP' into LW-DistortionPass
6 年前
Felipe Lira
61f45ae2
backport of shadow occlusion texture clear to avoid tile LOAD.
6 年前
Felipe Lira
d3b73d87
Removed unused Opaque RT.
6 年前
Felipe Lira
bd95bab1
Caching fullscreen quad mesh as a static.
6 年前
Felipe Lira
65fc1c54
Merge branch 'master' into LWRP
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images.meta
# ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/GettingStarted1.png.meta
# ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/GettingStarted2.png.meta
# ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader1.png.meta
# ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader10.png.meta
# ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader11.png.meta
# ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader12.png.meta
# ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader13.png.meta
# ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader14.png.meta
# ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader15.png.meta
# ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader16.png.meta
# ScriptableRe...
6 年前
Aleksandr Kirillov
d151fbc5
Point filtering for temporary depth RTs.
6 年前
Aleksandr Kirillov
e03ac0c7
Fixed light index remapping.
6 年前
Aleksandr Kirillov
369eef17
Fixed a typo in method name.
6 年前
Felipe Lira
cdd9a0d1
Added _LOCAL_SHADOWS_ENABLED keyword
6 年前
Aleksandr Kirillov
7e1af428
Fixed a check whether the system supports copying depth textures.
6 年前
Aleksandr Kirillov
17b92683
Cleaned up depth prepass and depth copy setup code.
6 年前
Aleksandr Kirillov
9ed48265
Fixed a wrong condition check.
6 年前
Aleksandr Kirillov
34562958
Added a shader that resolves a MSAA depth RT to execute on platforms that support tex2dms.
The only setup when we can skip depth copy and depth prepass is postfx + no screen-space shadows + no MSAA.
6 年前
Felipe Lira
c30fcd10
Added pipeline capabilities. Stripping shader meta pass and variants based on selected capabilities.
6 年前
Aleksandr Kirillov
0d71285d
Now forcing a blit instead of copying a texture if we need to resolve MSAA depth.
6 年前
Felipe Lira
3bbb9197
Upgraded lightweight UI to have local shadow settings. Upgrader asset version. Stripping local shadows based on pipeline capabilities.
6 年前
Felipe Lira
ba310f35
Added support to local soft shadows. Added rule to strip soft shadows keyword.
6 年前
Aleksandr Kirillov
a4adefcb
Merged CopyDepth and CopyDepthMSAA shaders into one and created a keyword to control the differences.
6 年前
Felipe Lira
cee6f8f7
Used autoformat tool on all changed files.
6 年前
Felipe Lira
a953a3e3
Addressed PR's comments
6 年前
Felipe Lira
dbaba107
Fixed shader warning from last changeset.
6 年前
GitHub
9aa25b18
Merge pull request #1243 from Unity-Technologies/lw/shader-keywords-stripping
Lw/shader keywords stripping
6 年前
GitHub
15d94d6d
Merge pull request #1244 from Unity-Technologies/lw/depth_copy_vr_support
Lw/depth copy vr support
6 年前
Felipe Lira
5d3094de
Deleted LightweightUtils. Moved work to Core (partial class). Normalized files with the autoformat tool to be consistent to the convention.
6 年前
GitHub
a346a121
Merge pull request #1247 from Unity-Technologies/lw/api-review-v1
Lw/api review v1
6 年前
Aleksandr Kirillov
7e7e8ed5
WIP fix depth copy to scene view camera
6 年前
Felipe Lira
cc538d3c
Fixed multiple local shadows.
6 年前
Aleksandr Kirillov
38b5c51b
Now binding the copied depth texture to `_CameraDepthTexture` after the copy.
6 年前
GitHub
9dec0564
Merge pull request #1263 from Unity-Technologies/lw/fix_copy_depth_to_scene_view_camera
Lw/fix copy depth to scene view camera
6 年前
Kay Chang
53b01e3a
WIP adding Switch support.
6 年前
Kay Chang
c279dc9c
Re-added modified files for Switch without BOM.
6 年前
Aleksandr Kirillov
1f4e5415
Added explicit load and store actions to all SetRenderTarget commands.
6 年前
Aleksandr Kirillov
48b18113
Addressed code review feedback.
6 年前
Felipe Lira
05b422c1
Created ScriptableRenderPass class to abstract passes. Ported DepthOnlyPass to new SRP.
6 年前
Felipe Lira
998892b5
Converted ShadowPass to the new ScriptableRenderPass
6 年前
Felipe Lira
9a5ecd7b
Added Forward renderer. Changes ScriptableRenderPass interface.
6 年前
Felipe Lira
17a99791
Moved most content to LightweightForwardRenderer. Created passes to encapsulate logic. Currently passes are selected based on primitive feature/capabilities/frame settings.
6 年前
Felipe Lira
c05148cf
Implemented depth copy pass. Fixed a case that was causing depth prepass to execute even when no directional shadows were rendered.
6 年前
sebastienlagarde
f5c6eec7
Merge remote-tracking branch 'refs/remotes/origin/master' into switch_support
6 年前
Felipe Lira
7b171db4
Fixed Texture2DMS resolve. Simplified renderer state by baking shadow settings into camera data.
6 年前
Felipe Lira
1e580cd4
Merge branch 'LWRP' into lw/api-refactor-v1
# Conflicts:
# ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
# ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightShadowPass.cs
6 年前
Felipe Lira
b918fecb
Addressed PR comments.
6 年前
sebastienlagarde
f6e93052
Fix various C sharp and shader warning
6 年前
Brandon Fogerty
5a959061
LWRP XR Single-pass Instancing and Multi-view Support
Added support for single-pass instancing and multi-view support for XR with LWRP.
6 年前
Felipe Lira
25e45b36
Merge branch 'master' into LWRP
# Conflicts:
# ScriptableRenderPipeline/Core/CoreRP/Utilities/CoreUtils.cs
# ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
6 年前
Felipe Lira
63a6fe03
Merge branch 'LWRP' into lw/api-refactor-v1
# Conflicts:
# ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
6 年前
Felipe Lira
a55f3bfe
Added support to DynamicBatching. It's enabled by default and can be changed in the pipeline asset. Created RenderingData to hold all other data containers.
6 年前
Felipe Lira
506d7954
Add code to prevent nested camera rendering.
6 年前
Felipe Lira
2c09ec14
Fixed format and line endings.
6 年前
Felipe Lira
9c960b8e
Added CommandBuffer profiler markers so inspecting frame on FrameDebugger and RenderDoc is much easier.
6 年前
Felipe Lira
733691b3
Converted more files to new C# standard.
6 年前
GitHub
d0383483
Merge pull request #1389 from Unity-Technologies/lw/profiler-markers
Added CommandBuffer profiler markers
6 年前
Tim Cooper
fafb59af
Run code formatter.
6 年前
Felipe Lira
47f6f703
Fix LWRP camera nested code
6 年前
Felipe Lira
a96f6a59
Avoid GC pressure by caching camera profiler tag.
6 年前
Felipe Lira
756a5d21
try/catch camera rendering block only on EDITOR
6 年前
Felipe Lira
45ae7c94
Revert " Avoid GC pressure by caching camera profiler tag."
This reverts commit d8f7e26fc5852d7d5753cb51c242ef5015fabb5a.
6 年前
Nerites
59b89be9
Draft 1.0 of XRSettings.eyeTextureResolutionScale hookup
6 年前
Felipe Lira
312a5259
Screenspace shadow resolve is only done in case of cascade shadows.
6 年前
Nerites
dcbdc53b
Naive hookup for cameraData.renderScale <->
XRSettings.eyeTextureResolutionScale in XR mode
6 年前
Nerites
fc7a988b
Updated comment and adjusted else formatting
6 年前
GitHub
fc54c873
Merge pull request #1507 from Unity-Technologies/renderScale_eyeTextureResolutionScale
Naive hookup for cameraData.renderScale <-> XRSettings.eyeTextureResolutionScale in XR mode
6 年前
Felipe Lira
8929d979
Added additional camera data component to controls shadows, depth texture and color.
6 年前
Kay Chang
faee5b5e
Fixed compilation errors for Switch platform.
6 年前
Felipe Lira
d345bff0
Disabling temporarily MSAA with Texture2dArray to fix rendering in VR multiview and single pass instanced
6 年前
GitHub
bd393bda
Merge branch 'master' into switch-support
6 年前
Kay Chang
6f8fb9c4
Switch compilation fixes.
6 年前
Nerites
4b5c5d5c
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into xrsettings
6 年前
Nerites
71589903
RenderScale -> TargetScale; added groundwork for ViewportScale
6 年前
Nerites
3e8fd749
Typo fix in SetupPerCameraShaderConstants
6 年前
GitHub
f7309758
Merge pull request #1551 from Unity-Technologies/lw/platform-fixes
Lw/platform fixes
6 年前
Nerites
386f0a0d
Added XRGConfig struct which should be used as SRP's interface with XR
6 年前
Felipe Lira
4efe7926
Fixed VR postfx rendering.
6 年前
Nerites
9b69a952
Merge xrconfig branch into xrsettings
6 年前
Nerites
4f7a3f70
Fixed integration of XRGConfig into LWRP
6 年前
Nerites
d1f4f8d3
Renamed XRGConfig to adhere to coding style standards. Added a way to
update UI before hitting Play.
6 年前
Nerites
8087b626
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into xrsettings
6 年前
Nerites
2ff04938
Hid viewportscale and renderscale in XR GUI section. Tied XR renderscale
to SRP renderscale and tied XR viewport scale to 1 pending viewport
scale fixes.
6 年前
GitHub
170c9b56
Draft/lw/callbacks ( #1646 )
* Add explicit pass architecture to lightweight. It is possible to write a custom pass and a custom LW renderer and arrange these passes in a way that makes sense for your project.
* Remove Command buffer from setup API
* Pull surface data into their own passes for more explicit control.
* Splitting out existing LW passes to be more granular
* Add default LWRP renderer that can be used as a reference
* Add test for custom LW pipe.
* Split out RT handles to be part of the renderer configuration now.
* Remove Surface handling from LW Renderer and push to passes.
* Add template images for new test.
* Update changelog
6 年前
GitHub
43aa9fb2
Remove Pass Dependency on Renderer ( #1794 )
* Remove pass dependency on renderer. This causes issues with the custom passes as cleanup is not handeld properly.
6 年前
egomeh
7fd6344a
Add light request delegate for lightmap baking
6 年前
egomeh
84f4c707
Remove division with pi in light intensity in light callback
6 年前
GitHub
8f2d2fc8
Lw/receive shadows prop ( #1830 )
* Added support to receive shadows prop in standard PBS and Simple Lighting shaders.
* Updated test scene
* updated release notes
* addressed PR comment.
* updated test images for test 020.
* merged test scene 020
6 年前
egomeh
507df163
Merge branch 'master' into lw/light-attenuation
6 年前
GitHub
3e976bf2
Lw/api review v1 ( #1872 )
* Renamed LightweightForwardRenderer to ScriptableRenderer
* Added FB Input and Read macros to LWRP Core
* - Created PerCamera and LightConstantBuffer
- Added _InvCameraViewProj matrix
- Remove unused LightweightConstantBuffer class
* removed string allocation in renderloop. Camera name for profiler should be just fine.
* removed nested camera rendering check. we are preventing it on engine side.
* Fixed type in DefaultRenderer
* removed unreferenced m_IsCameraRendering
* fixed Unlit shader GUI
* Added HALF versions of FRAMEBUFFER_INPUT macros. Remove MS because we only have it partially implemented in SRP shader library.
* Removed empty ForwardLitPass
6 年前
egomeh
e7c59a70
Resolve merge conflicts
6 年前
GitHub
3c5ef0eb
Add finer grained callbacks to LW render pipeline to allow effects to be added ( #1863 )
*Add callbacks to LWRP that can be attached to a camera.
**IBeforeCameraRender
**IAfterDepthPrePass
**IAfterOpaquePass
**IAfterOpaquePostProcess
**IAfterSkyboxPass
**IAfterTransparentPass
**IAfterRender
*Add test for callbacks
*Clean up LWRP creation of render textures. If we are not going straight to screen ensure that we create both depth and color targets.
https://katana.bf.unity3d.com/projects/com.unity.render-pipelines/builders?automation-tools_branch=add-platform-filter&ScriptableRenderLoop_branch=tim%2Flwrefactor&unity_branch=trunk
6 年前
GitHub
965758f6
Lw/fix standardunlitshader ( #1885 )
* Fixed Unlit GI
* Added test for standard unlit shader
* Added release notes
* Add gizmo drawing into LWRP game view
* Add test script to scene
* updated release notes
* added test 053 to test list.
* Added test images.
6 年前
egomeh
170858df
Merge master
6 年前
egomeh
a37c0592
PR review changes
* Pack light subtractive mode in light position w component
* Use simpler light mapping delegate
* Rename attenuation test scene to avoid name collision
6 年前
Aleksandr Kirillov
9d6ebfa8
Sorting of opaque objects now respects camera settings (opaqueSortMode) and disables front-to-back sorting when a GPU has HSR and camera is set to OpaqueSortMode.Default.
6 年前
egomeh
86c74f90
Remove unused function and improve lightbaking delegate
6 年前
GitHub
2d2ce5c3
Lw/api review v2 ( #1892 )
* RenderingData is now readonly.
* renderer is cleared up before calling setup. This way there's no need to an IRendererSetup call clear.
* Removed GC.Alloc from LWRP. The only remaining ones are due to the GetComponent bug.
Change functions from static to member.
* Added requires depth prepass to RenderingData. Moved CanCopyDepth to LWRP.
* Made static functions from ScriptableRenderer member functions
* Removed LightweightForwardPass. Added RenderObjectsWithError to renderer.
* Moved RenderPostProcess to renderer
* Added cullResults to RenderingData. Change ScriptableRenderPass and IRenderer interface.
* Moved rendering methods from Core to Renderer. Made LWRP class sealed.
* Changed camera sorting to use lambda.
* Run autoformat tool
* updated release notes
* Changed ScriptableRenderer functions that don't use class members to static.
* LWRP functions have to be static due to the ability to render a...
6 年前
egomeh
93afc87c
Merge remote-tracking branch 'origin/master' into lw/light-attenuation
6 年前
GitHub
aae1a458
Merge branch 'master' into lw/no_front_to_back_sorting_of_opaques_on_gpu_with_hsr
6 年前
GitHub
cda0e4a3
- Changed ExecuteBeforeCameraRender callback to pass pipeline instance instead of pipeline settings and renderer. ( #1919 )
- RenderSingleCamera now has default setup as null.
- Removed unused code and made restricted a few interfaces/classes to internal/private.
- Fixed typo in MaterialHandles.ScreenSpaceShadow
6 年前