14 次代码提交 (ae7e107e-da8f-4729-b6d6-9057bac07f8d)

作者 SHA1 备注 提交日期
Filip Iliescu 1109a6c7 initial port of Classic OnChip Deferred Mobile Renderloop based on exisitng standard and deferred shaders from built-in renderloops with new shadows. 8 年前
Filip Iliescu 8e3bfd4a implement reflection probes using on-chip deferred mechanism for tiled mobile GPUs. WIP 8 年前
Filip Iliescu e45b7d3c implement two pass refelection probe rendering to debug issues with probes 8 年前
Filip Iliescu 686e6420 working reflection probes. next I need to make them work on-chip ao there is no offscreen resolve and blend 8 年前
Filip Iliescu 0b852466 on chip reflections are working 8 年前
Filip Iliescu 23d2f9e6 Fix reflections that clip near and far plane as well as those that just clip near plane. 8 年前
Filip Iliescu f583f50f cleanup and consilidate shader passes and simply setup material varients on startup 8 年前
Filip Iliescu 01556aaf cleanup and refactor shader code into common functions 8 年前
Filip Iliescu 9d37e3d7 fix reflection probe shader on iOS 8 年前
Filip Iliescu 3b85d428 some commented out debug code in case its needed again 8 年前
Filip Iliescu d1175b8d branch from classicDeferredMobile to add new render target functionality from Unity branch graphics/renderpass/staging 8 年前
Filip Iliescu 7b6589ed cleanup commented code and unused variables and rename renderloop more appropriatly 8 年前
Filip Iliescu 9f641209 WIP: New attempt to update to renderpass API. Branched from OnTileDeferred, since renderpass appears to be a work in progress still. 8 年前
Filip Iliescu ac0dbace get renderpass to work on iOS by removing the extra camera setup before the final blit and setting up the render attachments exactly how i expect them to be processed. 8 年前