GitHub
b0109a5e
Merge pull request #1044 from Unity-Technologies/Branch_DebugWindowFixes
Various Debug Window fixes
7 年前
Julien Ignace
b9c8a7d9
Post merge fix
7 年前
Julien Ignace
2c03d5de
Merge branch '2018.1' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_DebugWindowFixes
7 年前
sebastienlagarde
e80872f1
Rename 'Default Camera' => 'Scene View" in debug windows, less confusing for user
7 年前
GitHub
754fc5b7
Merge pull request #1042 from Unity-Technologies/Decals-api-change
Backport: Decals/api change - Fix issue with decal never removed - PR 1008
7 年前
sebastienlagarde
a0400775
Backport: Decals/api change - Fix issue with decal never removed
7 年前
sebastienlagarde
9c6a5b99
Update tooltip for users for ligths
7 年前
GitHub
5a07166a
Merge pull request #1041 from Unity-Technologies/Fix-shadowmask-warning
Fix shadowmask warning + lightmap warning
7 年前
GitHub
0598d413
Merge pull request #1040 from Unity-Technologies/debug-window-tweak
Disallowed using the editor debug window at the same time as the runtime one
7 年前
Thomas
82ec2403
Disallowed using the editor debug window at the same time as the runtime one
7 年前
sebastienlagarde
882e62b7
Fix shadowmask warning + lightmap warning
- Fix warning about shadowmask index not being bing
- Fix warning about decode instruction in lightmap already bind
7 年前
Julien Ignace
5007f081
Fixed various issues with debug window
- Fixed Shadow Atlas index.
- Fixed DebugManager.instance.displayRuntimeUI breaking after domain reload
- Removed wrong "Last" entries in material debug.
- Fixed Frame Settings debug not being removed correctly on camera disable.
- Frame Settings debug layout is now the same as the regular UI.
7 年前
sebastienlagarde
d3ff8b47
Fix postprocess enabled when debug mode are enabled (now they are disabled)
7 年前
GitHub
40de874d
Merge pull request #1039 from Unity-Technologies/temp-fix-fo-cluster-decal
temp fix fo cluster decal
7 年前
sebastienlagarde
3911f562
temp fix fo cluster decal
Disable mips on cluster decal to avoid warning
7 年前
sebastienlagarde
98f416b7
Fix warning issue with ProceduralSky
7 年前
GitHub
bd44f303
Merge pull request #1038 from Unity-Technologies/Revert-modification-of-lightdefinition-for-envlight
Revert modification of lightdefinition for envlight
7 年前
sebastienlagarde
115e53ee
Revert modification of lightdefinition for envlight
This isn't necessary and need to be change before users start to do
modification
7 年前
GitHub
65f445a4
Merge pull request #1036 from Unity-Technologies/Branch_FixMaxShadowDistanceFade
Fixed shadow fade out of punctual lights with max shadow distance.
7 年前
GitHub
dc6ad122
Merge pull request #1035 from Unity-Technologies/Fix-Sky-shader-resources
Fix sky shader resources
7 年前
Tim Cooper
df2b3c10
Meta Fix, using world2clip instead of pbject2clip
7 年前
Tim Cooper
4918659e
Update shadergraph module
7 年前
sebastienlagarde
f8faff6d
Miss one file
7 年前
Tim Cooper
a6e72ad1
Merge branch '2018.1' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into 2018.1
7 年前
sebastienlagarde
81d84be4
Fix issue with shader resource of sky
- Move all Sky shader to RenderPipeline resources to avoid error when
creating template
- Fix naming inconsistency with sky: skyHDRI => hdriSky SkyProcedural =>
ProceduralSky
7 年前
Tim Cooper
9e436e17
Merge branch 'Backport-2018.1-PR1032' into 2018.1
7 年前
Tim Cooper
e6824f80
Make sure we get the correct lightmap decode parameters when in gamma mode
7 年前
Thomas
6463cc0f
Fix for packman
7 年前
Julien Ignace
b1d1aa2f
Fixed shadow fade out of punctual lights with max shadow distance.
7 年前
GitHub
ad9a4ea6
Merge pull request #1030 from Unity-Technologies/update-shadergraph-2018.1
Update ShaderGraph submodule for 2018.1
7 年前
Peter Bay Bastian
5955e836
Update ShaderGraph submodule
7 年前
sebastienlagarde
fc7ceeb5
Fixed comment and typo about line light function/calculation
7 年前
sebastienlagarde
c4720832
Add missing .meta documentation folder
7 年前
GitHub
51f6eb03
Merge pull request #1026 from Unity-Technologies/Various-light-fix-HD
Various light fix for HD
7 年前
sebastienlagarde
291c30a1
Various light fix for HD
- Light was incorrectly initialize with physical light unit
- hide toggle default editor
- hide warning of reflection probe that spam the console
7 年前
Tim Cooper
e9f3aed2
Merge branch 'Backport-2018.1-PR1024' into 2018.1
7 年前
Tim Cooper
9b5758ed
Fixed a few upgrading bugs
7 年前
Tim Cooper
94bb17bd
Added more upgraders
7 年前
GitHub
0db4c02b
Merge pull request #1023 from Unity-Technologies/update-shadergraph-2018.1
Update ShaderGraph submodule for 2018.1
7 年前
Tim Cooper
e9de4200
Merge branch 'Backport-2018.1-PR1021' into 2018.1
7 年前
Tim Cooper
76c5f2e6
LWRP - Disable stereo on cams that don't have both target eyes enabled
Pretty simple change, was a mistake to omit. Mirrors logic in HDRP FrameSettings
7 年前
Tim Cooper
c2217d37
Merge branch 'Backport-2018.1-PR1020' into 2018.1
7 年前
Tim Cooper
f6a9d257
Actually fix the typo in temp var name
I tried fixing this before, and I screwed it up because I am a moron. 10 year old me would be very disappointed in my spelling.
7 年前
Tim Cooper
cffa61f2
Move UnityStereoTransformScreenSpaceTex to Core.hlsl
7 年前
Tim Cooper
4a17fb01
Create Screenspace texture macro for LWRP
This handles declarations between Tex2D and Tex2DArray. The latter is used for Stereo Instancing.
7 年前
Tim Cooper
179ce584
Unify SetupIntermediateResourcesSingle + SetupInter'ResourcesStereo
The code was mostly doing the same thing, but stereo was being left behind as features were added to SetupIntermediateResourcesSingle. No longer!
There is some follow-up work to do. Not all targets being allocated respect RenderScale. And we could probably cache off our generated RenderTextureDescriptor.
7 年前
Tim Cooper
ad318cf6
Simplify start/stop stereo rendering apperance
Hide some boilerplate code behind methods
7 年前
Tim Cooper
5d8d8a04
Workaround stereo instancing issue with unity_StereoEyeIndex
Usually, in the stereo instancing path, we source unity_StereoEyeIndex from the fragment input structure's stereoTargetEyeIndex member. In fact, stereoTargetEyeIndex is needed as it is bound to the SV_RenderTargetArrayIndex semantic, which dictates which render target array slice is rasterized to.
However, for whatever reason, reading stereoTargetEyeIndex is not reliable in the fragment shader. However, if I use the raw instance ID passed into the fragment shader, that works correctly. More work probably needs to be done, but this is fine for now.
7 年前
Tim Cooper
f0d70be7
LWRP - Work around texture array blit issue for screen-space shadow map
Our internal blit code does not want to bind all slices of a texture array if either the source of destination isn't a texture array. If we use a NULL source, then the engine won't bind all slices.
Even though we don't need a source, I can bind the screenspace shadow map texture in order to satisfy the engine. We need to fix the engine, or use another path in engine.
The screenspace shadow map generation still isn't quite working, but at least all slices are bound!
7 年前
Tim Cooper
7fdbf48d
Add texture array support to _ScreenSpaceShadowMap samples
7 年前