Felipe Lira
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f4678b55
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Fixed compilation in SimpleLighting on gles2
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7 年前 |
Felipe Lira
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5d568760
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Disabling local shadows on mobile until we can get keyword stripping
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7 年前 |
Felipe Lira
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b44aeec0
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fixed shadow kewords setup
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7 年前 |
Felipe Lira
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c62af604
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Fixed vertex light computation and amount o max local pixels per pass.
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7 年前 |
Felipe Lira
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7ce624ff
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fixed light indexing
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7 年前 |
GitHub
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530f4bbf
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Make default diffusion profile F0 match standard material
Set F0 to DEFAULT_SPECULAR_VALUE = 0.04
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7 年前 |
Felipe Lira
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4fe2fdda
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Controls the amount of local lights shaded in a pass based on the support for StructuredBuffer
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7 年前 |
GitHub
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7f1e837b
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Merge pull request #1148 from Unity-Technologies/RemyUnity-patch-1
Allow edition of HDRP asset without a HDRP set in the graphic settings.
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7 年前 |
Felipe Lira
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7f179dc1
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Minor improvements to light index buffer.
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7 年前 |
Frédéric Vauchelles
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4ddbdad5
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Compilation fixes
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7 年前 |
GitHub
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f52544f9
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Allow edition of HDRP asset without a HDRP set in the graphic settings.
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7 年前 |
Felipe Lira
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e1a64f54
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Added support to multiple shadow casting lights.
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7 年前 |
Frédéric Vauchelles
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412bd010
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Merge master
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7 年前 |
GitHub
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b782fae4
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Merge pull request #1142 from Unity-Technologies/feature/RefactorCoreRPFiles
Refactor CoreRP root files
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7 年前 |
Felipe Lira
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3550c0cf
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fixed wrong light shadow indexing in PBS shader
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7 年前 |
GitHub
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d2d3a4e1
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Merge pull request #1147 from Unity-Technologies/fix/PS4Build
Use operator[] instead of LOAD on RWTexture2D
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7 年前 |
Felipe Lira
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86fd75ea
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Changed local shadow strength to use a float array instead of vec4 so we can do fast indexing on most platforms.
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7 年前 |
Frédéric Vauchelles
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af3007d3
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Use operator[] instead of LOAD on RWTexture2D
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7 年前 |
GitHub
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38f1b362
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Merge pull request #1141 from Unity-Technologies/feature/PlanarReflectionUI
Planar probe convolution
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7 年前 |
Felipe Lira
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bf164955
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Fixed some issues with multiple shadow casting lights.
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7 年前 |
Frédéric Vauchelles
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4f1b9eae
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Merge branch 'master' into feature/PlanarReflectionUI
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/BufferPyramid.cs
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7 年前 |
GitHub
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77f8a26a
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Merge pull request #1143 from Unity-Technologies/feature/RefactorBufferPyramidVariables
Renamed properly buffer pyramid variables
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7 年前 |
Felipe Lira
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81523ea2
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Cap local shadow casting lights to max of 1 for now. We need to pass in to shader the bias and scale for each shadow.
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7 年前 |
Frédéric Vauchelles
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63675025
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Moved Misc to common and utilities
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7 年前 |
GitHub
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7bfc3e85
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Merge pull request #1146 from Unity-Technologies/fix-1145
Fix for issue 1145 and also fix standalone builds
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7 年前 |
Felipe Lira
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ae197d2f
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Removed unused shader define
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7 年前 |
Paul Melamed
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372a7582
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fix script compile and pssl errors
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7 年前 |
Mikko Strandborg
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ed187777
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Fix standalone builds: Light.lightmapBakeType is only available in the editor
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7 年前 |
Frédéric Vauchelles
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8b5b5f95
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Updated changelog
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7 年前 |
Frédéric Vauchelles
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4fbb1c4f
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(wip) Added refraction model
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7 年前 |
Felipe Lira
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66f3ec92
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Added support to ComputeBuffer for non mobile and non WebGL platforms.
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7 年前 |
Paul Melamed
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0702ab28
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copying sample texture into 4kx4k atlas
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7 年前 |
Mikko Strandborg
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d0f3c3c1
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Fix for issue 1145: add enableRandomWrite for the color pyramid surfaces
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7 年前 |
Frédéric Vauchelles
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253790d4
|
Renamed properly buffer pyramid variables
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7 年前 |
Frédéric Vauchelles
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5d1e46bc
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Moved CoreRP files in folders for readbility
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7 年前 |
Julien Ignace
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ac765a69
|
- Fixed Layered material UI where Density As Opacity checkbox would not be shown in some cases
- Fixed Vertex Color handling in Depth/Velocity passes.
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7 年前 |
Frédéric Vauchelles
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085e9237
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(wip) Refactored screen space tracing for refraction
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7 年前 |
Felipe Lira
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e9dc4f31
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We can't add an extra shader keyword. For now if we have shadows enabled we compute occlusion on both directional and local lights.
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7 年前 |
Paul Melamed
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d37105f2
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Merge branch 'master' into decals/texture_atlas
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7 年前 |
GitHub
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de1ddf54
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Fix light intensity bug which allowed negative values
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7 年前 |
Felipe Lira
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b1944d59
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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.
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7 年前 |
Frédéric Vauchelles
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8c5ec0b2
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Updated changelog
|
7 年前 |
GitHub
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72eb8fea
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Merge pull request #1140 from Unity-Technologies/fix-fogbugz-989321
fix fogbugz 989321 - Light broken when created as "Area" light
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7 年前 |
Felipe Lira
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e42f8f63
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Renamed and refactored shadowpass to improve readability
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7 年前 |
Frédéric Vauchelles
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f2621813
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Fixed mip size and RT creation while computing planar convolution mip chain
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7 年前 |
sebastienlagarde
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82122b4d
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fix fogbugz 989321
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7 年前 |
Felipe Lira
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a05bc76c
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Remover near plane offset configuration from pipeline asset. We use the configuration set in the light itself.
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7 年前 |
Frédéric Vauchelles
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b46b3284
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(wip) Added planar convolution
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7 年前 |
sebastienlagarde
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ef051016
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Update default settings for planar reflection
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7 年前 |
Felipe Lira
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c2267f06
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Moved shadow related code from LightweightPipeline.cs into a proper shadow pass class
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7 年前 |