14 次代码提交 (ab50aaeb-2fee-49fc-8e71-7a449120fde8)

作者 SHA1 备注 提交日期
uygar 1d081a77 Moved shadow related files into ShaderLibrary and common to reflect their general usage. 8 年前
uygar d82162c7 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into shadows 8 年前
uygar c0b6dcd6 Removed the old shadow system. 8 年前
uygar 81876b50 Added shadow cascade settings to additional light data. 8 年前
sebastienlagarde a7ee1111 HDRenderPipeline: Split AdditionalLightdata into HDAdditionalLight and AdditionalShadowData 7 年前
Evgenii Golubev b3bd2618 Camera-relative rendering WIP 7 年前
uygar 876f9979 Added dithering to cascade transitions. There are now two functions to choose from, to either blend between cascades doing two fetches, or dither doing just one fetch. 7 年前
Arnaud Carre efa76805 added some required "using UnityEngine.Rendering" (now SRP API is not in Experimental namespace anymore) 7 年前
uygar 47eeaedf Reduced per frame memory allocations. 7 年前
uygar e374ee47 Shadows are now evaluated using the device projection matrices directly, making inverseZ handling in the shader unneccessary for PCF sampling. 7 年前
uygar f7a762c8 Fixed wrong projection inversion being used for orthographic projections. 7 年前
uygar c278421b Added new helper function to calculate a guard angle for spot and point lights that gets added to the given fov so that biasing and filtering cannot access the shadowmap outside the valid range. 7 年前
uygar ae42e524 Split shadow matrix into separate components to selectively load per face data for point lights to improve register usage. 7 年前
Tim Cooper fafb59af Run code formatter. 7 年前