Felipe Lira
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3bbb9197
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Upgraded lightweight UI to have local shadow settings. Upgrader asset version. Stripping local shadows based on pipeline capabilities.
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7 年前 |
GitHub
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98944227
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Merge pull request #1223 from Unity-Technologies/lw/get_rid_of_depth_prepass_when_possible
Lw/get rid of depth prepass when possible
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7 年前 |
Sebastien Lagarde
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016a2305
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HDRenderPipeline: Fix shader and C# warning + re-arrange lightloop for env
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7 年前 |
Aleksandr Kirillov
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1748dc67
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Removed an unnecessary #pragma from the CopyDepthMSAA shader.
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7 年前 |
Felipe Lira
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38d02996
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Split stripping at shader, pass and variant stage.
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7 年前 |
Stephane Laroche
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ad31624f
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-Add base 2 lobe specular GGX along with inputs and UI.
-Fix missing base* keyword setting and gui virtual function callbacks (in addition to their abstract equivalent already handled) (see BaseUnlitUI)
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7 年前 |
GitHub
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ea51b585
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Merge pull request #1188 from Unity-Technologies/stacklit
New StackLit forward only material: Can serve as a basic template for…
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7 年前 |
Aleksandr Kirillov
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0d71285d
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Now forcing a blit instead of copying a texture if we need to resolve MSAA depth.
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7 年前 |
Felipe Lira
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c30fcd10
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Added pipeline capabilities. Stripping shader meta pass and variants based on selected capabilities.
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7 年前 |
sebastienlagarde
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caef3231
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Merge remote-tracking branch 'refs/remotes/origin/master' into stacklit
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7 年前 |
GitHub
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5ee5df81
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Merge pull request #1202 from Unity-Technologies/fix/master_HDMaterialConverter
Fix/master hd material converter
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7 年前 |
Aleksandr Kirillov
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34562958
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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.
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7 年前 |
Felipe Lira
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bbeadae5
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Added LightweightKeywords and ShaderPreprocessor. Stripping Meta pass from build.
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7 年前 |
Remy
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2dea8304
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Correct source texture channel of detail map
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7 年前 |
Evgenii Golubev
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b4708ef6
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Merge upstream/master
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7 年前 |
Aleksandr Kirillov
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9ed48265
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Fixed a wrong condition check.
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7 年前 |
Felipe Lira
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4fec8c89
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Added shader pass names so we can strip passes by pass name.
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7 年前 |
sebastienlagarde
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66ff4e4a
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Add normal view debug mode
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7 年前 |
Remy
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7643f8fc
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Changed occlusion source channel of material converter to green (channel used in legacy shader for occlusion map).
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7 年前 |
Evgenii Golubev
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2c4bd864
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Add and/or rename to legacy Unity shader variables
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7 年前 |
Aleksandr Kirillov
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17b92683
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Cleaned up depth prepass and depth copy setup code.
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7 年前 |
Felipe Lira
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a15c7e93
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Removed NO_SHADOWS define as it's not really necessary. If one doesn't want shadow support only thing that needs to be done is to not define _SHADOWS_ENABLED or _LOCAL_SHADOWS_ENABLED in the shader.
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7 年前 |
sebastienlagarde
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2e40eff7
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Merge remote-tracking branch 'refs/remotes/origin/master' into stacklit
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7 年前 |
GitHub
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2a9a01f7
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Merge pull request #1185 from Unity-Technologies/Add-FullScreeMedia-path
Add fullscreemedia path
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7 年前 |
Evgenii Golubev
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8ffeafaf
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Fix material animation in reflection probes
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7 年前 |
Aleksandr Kirillov
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7e1af428
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Fixed a check whether the system supports copying depth textures.
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7 年前 |
Felipe Lira
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cdd9a0d1
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Added _LOCAL_SHADOWS_ENABLED keyword
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7 年前 |
GitHub
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8c5e87ae
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Merge pull request #1198 from Unity-Technologies/Move-ComputeTextureLOD-to-common
Move ComputeTextureLOD to common.hlsl
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7 年前 |
Evgenii Golubev
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b62b0d12
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More comments
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7 年前 |
GitHub
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0c2357e7
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Merge pull request #1216 from Unity-Technologies/lw/fixes
Lw/fixes
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7 年前 |
sebastienlagarde
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a5701453
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Move ComputeTextureLOD to common.hlsl
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7 年前 |
Evgenii Golubev
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187b007e
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Merge branch 'remove_unity_per_camera' of https://github.com/EvgeniiG/ScriptableRenderLoop into remove_unity_per_camera
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7 年前 |
Aleksandr Kirillov
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369eef17
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Fixed a typo in method name.
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7 年前 |
GitHub
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bc2cc021
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Merge pull request #1178 from Unity-Technologies/decals/texture_atlas
Decals/texture atlas
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7 年前 |
GitHub
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c7261dfc
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Add a comment
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7 年前 |
Evgenii Golubev
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f3d6b339
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Add additional deprecation comments
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7 年前 |
Aleksandr Kirillov
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e03ac0c7
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Fixed light index remapping.
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7 年前 |
GitHub
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19323813
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Merge pull request #1196 from Unity-Technologies/Fix-issue-with-debug-ligthing-mode
Add profiling sample for clear sky
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7 年前 |
Evgenii Golubev
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072a0aa3
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Optimize
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7 年前 |
Aleksandr Kirillov
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d151fbc5
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Point filtering for temporary depth RTs.
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7 年前 |
sebastienlagarde
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c795cf46
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Merge remote-tracking branch 'refs/remotes/origin/master' into Fix-issue-with-debug-ligthing-mode
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7 年前 |
GitHub
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75c80ba4
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Merge pull request #1195 from Unity-Technologies/Fix-issue-with-debug-ligthing-mode
Fix issue with debug ligthing mode
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7 年前 |
Evgenii Golubev
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b2851e30
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Clean up
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7 年前 |
Felipe Lira
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65fc1c54
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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...
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7 年前 |
GitHub
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3bcafcb4
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Merge pull request #1191 from Unity-Technologies/decals/dbuffer_clear_fix
Decals/dbuffer clear fix
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7 年前 |
Evgenii Golubev
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cfc871a0
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Add more reliable detection of the start of the new frame
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7 年前 |
GitHub
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968bc78a
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Merge pull request #1208 from Unity-Technologies/lw/18.1-forwardport
Lw/18.1 forwardport
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7 年前 |
Paul Melamed
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f084a015
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cleanup some commented out and unused code
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7 年前 |
sebastienlagarde
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22018fa9
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Add profiling sample for clear sky
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7 年前 |
Evgenii Golubev
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1c4ab14a
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Move stuff from `UnityPerFrame' which was actually updated at the per-view frequency
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7 年前 |