目录树:
cda0e4a3
/main
/scriptablerenderloop-materialgraph
/batch_rendering
/vr_sandbox
/Branch_Batching2
/mikko-renderpass
/fptl_cleanup
/vr_fptl_sandbox
/Branch_batcher
/MobileDeferredRenderPass
/vr_api_testbed
/RenderPassXR_Sandbox
/classicDeferredMobile
/EnableVulkanAndES3
/OnTileRenderPass2
/sample_game
/culling
/OTDRP-develop
/Add-support-for-light-specular-color-tint
/stochastic_alpha_test
/Yibing-Project-2
/xr-hdrp-rt-test
/system-shock-transitional-shader
/feature-runtimeTextureCache
/shader-library-include-paths
/asmdef
/namespace
/feature-ReflectionProbeFit
/prototype-decals
/DrawSettings
/projects-TheLastStand
/iridesence
/lw-nolightlist
/Add-physical-light-unity-support
/LightweightPipelineExperimental
/switch_support
/feature-ScreenSpaceProjection
/use-roughness
/LW-BakedIndirect
/Branch_FixObjectMotion
/srp_batcher
/LW-LightOptimizations
/Branch_ScriptableCulling
/LW-LowEnd
/feature-ReflectionProbeBaking
/Improve-shader-generator
/improve-shader-generator-data
/2018.1
/lwr-xr-shader-fixes-sandbox
/uifoldout-fix
/lw-callbacktests
/lwrp-xr-sssm-DrawProc
/lwrp-xr-tim-hacks
/ss3HDRP
/build-automation
/HDRP_SurfaceShader
/tag-1.1.0-beta
/xr-hdrp-pyramids
/lw-bias_per_cascade
/040SimpleLighting
/lw-tangentspacelightingtest
/Lux-for-HDRI
/HDRP_GraphicTests
/projects-system-shock-2018.1
/Change-cluster-Tile-to-dynamic-branch
/Reduce-shader-variant
/lw-shadow-optimization
/LW-DistortionPass
/lw-shader-optimization
/Branch_RemoveCascadeBordersInUI
/Branch_EnableLastSplitFade
/Branch_DebugExposure
/Documentation
/lw-bugfixes
/Branch_DebugExposure2
/Branch_DebugWindowFix
/lw-shadow-keyword
/backport-shader-optimization
/tag-1.1.4-preview
/StackLitWork
/tag-1.1.5-preview
/tag-1.1.6-preview
/stacklit
/StackLit2
/hdrp-staging
0.1.21
0.1.27
0.1.28
0.1.34
1.0.0-beta
1.0.1-beta
1.1.0-beta
1.1.1-preview
1.1.2-preview
1.1.4-preview
1.1.5-preview
1.1.6-preview
2018.1.0f2
SRP_0.1.25
Unity-2017.3.0b10
Unity-2017.3.0b2
Unity-2018.1.0b13
Unity-2018.1.0b2
Unity-2018.1.0b6
Unity-2018.1.0b8
unity-2017.1
unity-2017.1b5
unity-2017.2b4
unity-2017.3.0b1
unity-2018.1.0b13
unity-5.6.0b1
unity-5.6.0b10
unity-5.6.0b5
2 次代码提交 (cda0e4a3-c903-490c-9391-ba7f7c9b470f)
作者 | SHA1 | 备注 | 提交日期 |
---|---|---|---|
GitHub | 170c9b56 |
Draft/lw/callbacks (#1646)
* Add explicit pass architecture to lightweight. It is possible to write a custom pass and a custom LW renderer and arrange these passes in a way that makes sense for your project. * Remove Command buffer from setup API * Pull surface data into their own passes for more explicit control. * Splitting out existing LW passes to be more granular * Add default LWRP renderer that can be used as a reference * Add test for custom LW pipe. * Split out RT handles to be part of the renderer configuration now. * Remove Surface handling from LW Renderer and push to passes. * Add template images for new test. * Update changelog |
7 年前 |
Tim Cooper | 5380179a |
Updated LWRP tests, fixed shadow cascades (#1808)
* Init push -Updated existing tests, simplified and compressed -Added new tests, many more, to cover missing coverage and prepare for upcoming features -Compressed Images to save space -Removed duplicate or unused assets * Added Shadergraph test scene Tweaked existing material files * Updated missing prefabs (due to nested prefabs) Added all OSX Metal reference images * Fixed issue with test 050_shader_graphs where the UVs broke in playmode * Updated Build List * Added check for only enabled scenes in the build menu, this will help avoid issues running tests not in the build and also easily be able to disable tests if needed * Tweaked tests Added OSXEditor Metal reference images Added WindowsEditor DX11 reference images * Fix shadow cascade issue that was due to cut and paste error lol * Updated cascade test with correct references Updated Adam prefab to nested prefabs * Update windowsEditor DX11 ... |
6 年前 |