2092 次代码提交 (bef8557a-36ff-4db2-aff6-86a111ec18ab)

作者 SHA1 备注 提交日期
uygar 255625f4 Added little helper to the shadow registry to set a global override for the shadow algorithm. This will disable the UI. Shader source still needs to be manually synced with this override. 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
uygar 00cc82b2 Removed temporary shadow slice data struct again, as the lowendrenderpipeline declares its own struct now instead of using the renderpass. 8 年前
Filip Iliescu 0b852466 on chip reflections are working 8 年前
uygar aa256e25 Merge branch 'master' into shadows 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 e45b7d3c implement two pass refelection probe rendering to debug issues with probes 8 年前
Filip Iliescu 8e3bfd4a implement reflection probes using on-chip deferred mechanism for tiled mobile GPUs. WIP 8 年前
Filip Iliescu 6e428acc Merge branch 'metal' into classicDeferredMobile 8 年前
uygar 8844bd4a Added missing .meta files. 8 年前
Antti Tapaninen 204b52d0 Merge branch 'master' into metal 8 年前
uygar 8db09493 Merge branch 'master' into shadows 8 年前
Antti Tapaninen 1e761801 Merge branch 'master' into metal 8 年前
Antti Tapaninen 545f8b11 Merge branch 'master' into metal 8 年前
Antti Tapaninen b90e5b21 Revert "HLSLcc: workaround NaN issue on iOS" 8 年前
Antti Tapaninen 2df09bda Merge branch 'master' into metal 8 年前
Antti Tapaninen c46cb0b5 Merge branch 'master' into metal 8 年前
Antti Tapaninen 46f1a7cf Merge branch 'master' into metal 8 年前
Antti Tapaninen 06aa5d1c Merge branch 'master' into metal 8 年前
Antti Tapaninen eb5294a1 HLSLcc: workaround NaN issue on iOS 8 年前
Antti Tapaninen e9a6b7ab fix out of bounds issue 8 年前
uygar 641b5198 Removed unnecessary .orig files again. 8 年前
Antti Tapaninen 53b4031c unify with bigTileIdx code from lightlistbuild-clustered 8 年前
uygar 1d081a77 Moved shadow related files into ShaderLibrary and common to reflect their general usage. 8 年前
Antti Tapaninen 0574ef6b Merge branch 'master' into metal 8 年前
uygar 3043024a First step in removing the old shadow system. Stubbed out the old system in HDRenderloop. 8 年前
uygar ce4c49e3 Fixed shadowmap rendertargets getting lost upon scene change. Also added cleanup code for rendertargets. 8 年前
uygar 0cc9116d Fixed UnpackShadowType going out of sync with changes made to ShadowBase.cs. 8 年前
uygar 612f8c68 Inverted the order of high and low precision for better compatibility with scenes that don't have any algorithm set. 0 will now default to 32bit precision PCF 1 tap. 8 年前
uygar 015180f0 Added checking the individual shadow fade distance per light to the shadow managers prune function. 8 年前
uygar 13bfd3f7 Changed texelSizeRcp passed into shaders from a float2 to a float4. The first xy coordinates are the actual texel size of the texture, whereas zw are the texelsizes relative to the viewport. 8 年前
uygar 1fca69f6 Modified the ShadowContext declaration macro. Only code for slots that are not zero will be generated. 8 年前
uygar cefe8b15 Merge branch 'master' into shadows 8 年前
Antti Tapaninen a8edd715 Merge branch 'master' into metal 8 年前
Antti Tapaninen a38bee23 Merge branch 'master' into metal 8 年前
Antti Tapaninen 2cce2981 Merge branch 'master' into metal 8 年前
Filip Iliescu 996434fd update local copies of HLSLSupport and UnityStandardCore to match changes in Unity src tree and fix errors after updating 8 年前
Filip Iliescu db72d2ac Create test scene for Classic OnChip Deferred Renderloop 8 年前
Filip Iliescu 70de8f67 fix a bug causing bad rendering in standard shader. 8 年前
Filip Iliescu 5b00b86c implement a material upgrader to port standard shader for all materials to one belonging to renderloop 8 年前
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 ac3a3376 remove local atomics from FPTL for Mobile 8 年前
uygar f4c6d4da Added .meta file for Resources folder. 8 年前
uygar d717a22e Added additional bias parameter for all algorithms. 8 年前
uygar 95a0d58b Fixed winding order of objects renderered into point shadowmaps. 8 年前
uygar 699822c3 Added support for choosing a precision for shadow variants. There are two settings, Low and High, which currently select between 16 bits per channel and 32 bits per channel shadow maps. 8 年前
uygar f41b5af9 Added missing compute shader from previous commit. 8 年前
uygar 94d9ef0a Added support for choosing shadow algorithms. Each algorithm can have up to 8 variants. 8 年前
RinaldoTjan 180cba0c Threshold Blending material Sample. 8 年前
Tim Cooper e8c71321 converting nodes to new system. 8 年前