5589 次代码提交 (ac765a69-aaf2-42e9-ab22-9fe419f35d13)

作者 SHA1 备注 提交日期
Felipe Lira f4678b55 Fixed compilation in SimpleLighting on gles2 7 年前
Felipe Lira 5d568760 Disabling local shadows on mobile until we can get keyword stripping 7 年前
Felipe Lira b44aeec0 fixed shadow kewords setup 7 年前
Felipe Lira c62af604 Fixed vertex light computation and amount o max local pixels per pass. 7 年前
Felipe Lira 7ce624ff fixed light indexing 7 年前
GitHub 530f4bbf Make default diffusion profile F0 match standard material 7 年前
Felipe Lira 4fe2fdda Controls the amount of local lights shaded in a pass based on the support for StructuredBuffer 7 年前
GitHub 7f1e837b Merge pull request #1148 from Unity-Technologies/RemyUnity-patch-1 7 年前
Felipe Lira 7f179dc1 Minor improvements to light index buffer. 7 年前
Frédéric Vauchelles 4ddbdad5 Compilation fixes 7 年前
GitHub f52544f9 Allow edition of HDRP asset without a HDRP set in the graphic settings. 7 年前
Felipe Lira e1a64f54 Added support to multiple shadow casting lights. 7 年前
Frédéric Vauchelles 412bd010 Merge master 7 年前
GitHub b782fae4 Merge pull request #1142 from Unity-Technologies/feature/RefactorCoreRPFiles 7 年前
Felipe Lira 3550c0cf fixed wrong light shadow indexing in PBS shader 7 年前
GitHub d2d3a4e1 Merge pull request #1147 from Unity-Technologies/fix/PS4Build 7 年前
Felipe Lira 86fd75ea Changed local shadow strength to use a float array instead of vec4 so we can do fast indexing on most platforms. 7 年前
Frédéric Vauchelles af3007d3 Use operator[] instead of LOAD on RWTexture2D 7 年前
GitHub 38f1b362 Merge pull request #1141 from Unity-Technologies/feature/PlanarReflectionUI 7 年前
Felipe Lira bf164955 Fixed some issues with multiple shadow casting lights. 7 年前
Frédéric Vauchelles 4f1b9eae Merge branch 'master' into feature/PlanarReflectionUI 7 年前
GitHub 77f8a26a Merge pull request #1143 from Unity-Technologies/feature/RefactorBufferPyramidVariables 7 年前
Felipe Lira 81523ea2 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. 7 年前
Frédéric Vauchelles 63675025 Moved Misc to common and utilities 7 年前
GitHub 7bfc3e85 Merge pull request #1146 from Unity-Technologies/fix-1145 7 年前
Felipe Lira ae197d2f Removed unused shader define 7 年前
Paul Melamed 372a7582 fix script compile and pssl errors 7 年前
Mikko Strandborg ed187777 Fix standalone builds: Light.lightmapBakeType is only available in the editor 7 年前
Frédéric Vauchelles 8b5b5f95 Updated changelog 7 年前
Frédéric Vauchelles 4fbb1c4f (wip) Added refraction model 7 年前
Felipe Lira 66f3ec92 Added support to ComputeBuffer for non mobile and non WebGL platforms. 7 年前
Paul Melamed 0702ab28 copying sample texture into 4kx4k atlas 7 年前
Mikko Strandborg d0f3c3c1 Fix for issue 1145: add enableRandomWrite for the color pyramid surfaces 7 年前
Frédéric Vauchelles 253790d4 Renamed properly buffer pyramid variables 7 年前
Frédéric Vauchelles 5d1e46bc Moved CoreRP files in folders for readbility 7 年前
Julien Ignace ac765a69 - Fixed Layered material UI where Density As Opacity checkbox would not be shown in some cases 7 年前
Frédéric Vauchelles 085e9237 (wip) Refactored screen space tracing for refraction 7 年前
Felipe Lira e9dc4f31 We can't add an extra shader keyword. For now if we have shadows enabled we compute occlusion on both directional and local lights. 7 年前
Paul Melamed d37105f2 Merge branch 'master' into decals/texture_atlas 7 年前
GitHub de1ddf54 Fix light intensity bug which allowed negative values 7 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. 7 年前
Frédéric Vauchelles 8c5ec0b2 Updated changelog 7 年前
GitHub 72eb8fea Merge pull request #1140 from Unity-Technologies/fix-fogbugz-989321 7 年前
Felipe Lira e42f8f63 Renamed and refactored shadowpass to improve readability 7 年前
Frédéric Vauchelles f2621813 Fixed mip size and RT creation while computing planar convolution mip chain 7 年前
sebastienlagarde 82122b4d fix fogbugz 989321 7 年前
Felipe Lira a05bc76c Remover near plane offset configuration from pipeline asset. We use the configuration set in the light itself. 7 年前
Frédéric Vauchelles b46b3284 (wip) Added planar convolution 7 年前
sebastienlagarde ef051016 Update default settings for planar reflection 7 年前
Felipe Lira c2267f06 Moved shadow related code from LightweightPipeline.cs into a proper shadow pass class 7 年前