51 次代码提交 (cda72349-b677-47ae-9d30-d5c3d6010867)

作者 SHA1 备注 提交日期
John bce0fede View space position reconstruction 7 年前
John eb585d61 Initial implementation complete, 1-tap 7 年前
John 5fcbd9af Cleanup, Integrations with Shadows.hlsl 7 年前
John 31c4096c Initial UI additions, fixes 7 年前
John b1d4f079 Lit Pass Integrations, Keyword config 7 年前
John 2d3db4b5 Moved frustum corners to shadow buffer 7 年前
John cc3596dc Keyword reduction: Assume ScreenSpace Shadows when Cascades enabled 7 年前
John c3c11ecf Orthographic support 7 年前
John 3cd84776 Instancing support 7 年前
John 7e059bd2 Feature config refactor and cleanup 7 年前
Felipe Lira 91e75b1e Updated LW to always use ScreenSpace shadowmap. This is a safe compromise until we can strip multi_compile keywords with a c# api. 7 年前
Felipe Lira d3b5bffb Fixed UNITY_REVERSED_Z check. It's always defines in SRP shader library to either 0 or 1. Fixed shadow pancaking on OGL. 7 年前
John 2d7df006 World space position reconstruction via unprojection 7 年前
John 42efbec7 Set ss shadowmap RT format back to R8 from debug visualize. 7 年前
Tim Cooper 6524b005 Fix issue with screen space shadows not using the correct cull state. 7 年前
Andre McGrail f4e2ebd4 Fixed 'ComputeShadowCoord' function to return correct screen-space coords 7 年前
Robert Srinivasiah f2ae3326 Progress toward stereo-ized shadows (WIP) 7 年前
Robert Srinivasiah 56d9be64 Experimental debugging code, nothing works 7 年前
Tim Cooper 6e7638aa Doing some hacks. Do two passes for collect shadows, do draw mesh instead of blit 7 年前
Tim Cooper 2a9c875c Added 'prefer_hlslcc' directive 7 年前
Robert Srinivasiah 41ed1c6f Use DrawProcedural instead of Blit for Screen-space Shadow Map 7 年前
Robert Srinivasiah 142882bf Workaround stereo instancing issue with unity_StereoEyeIndex 7 年前
Robert Srinivasiah 6365f8fb Workaround unity_StereoEyeIndex issue with stereo instancing 7 年前
Robert Srinivasiah 74a6a8b0 Create Screenspace texture macro for LWRP 7 年前
Robert Srinivasiah fb3d45f6 Move UnityStereoTransformScreenSpaceTex to Core.hlsl 7 年前
GitHub 793fe433 Merge pull request #1020 from Unity-Technologies/lwrp-xr-shader-fixes 7 年前
Tim Cooper bd120376 Progress toward stereo-ized shadows (WIP) 7 年前
Tim Cooper 5d8d8a04 Workaround stereo instancing issue with unity_StereoEyeIndex 7 年前
Tim Cooper 4a17fb01 Create Screenspace texture macro for LWRP 7 年前
John Parsaie e69d1f18 Temporary fix to SS Shadows stereo bug. 7 年前
Felipe Lira 225e061d Fix shadowmap on low end devices. Forces hard shadow/ single cascade on GLES2 platform. 7 年前
Felipe Lira 5bd50b82 Fixed lightweight screenspace shadows on GLES2. 7 年前
Felipe Lira 47a2960a Merge branch 'master' into LW-Bugfix 7 年前
Felipe Lira 119f4157 Fixed shadow precision issues on mobile. 7 年前
Felipe Lira 254ebe81 Added IgnoreProjector tag to shaders as projectors will not be supported on SRP. 7 年前
Felipe Lira a53eff3d Considered MainLight as always a directional light. This enables the following optimation: (and potentially more) 7 年前
Felipe Lira 7597374d Split directional and local light shadow maps. 7 年前
Felipe Lira bf164955 Fixed some issues with multiple shadow casting lights. 7 年前
Felipe Lira 89c899a1 Fixed newline endings in the files touched by this PR. 7 年前
Felipe Lira baed4e96 Added missing d3d11_9x excludes 7 年前
Andre McGrail 17b2491d Added missing d3d11_9x excludes 7 年前
Felipe Lira 0c072a52 Added pass names to improve shader stripping debug readability. Fixed a typo. 7 年前
Felipe Lira 17a99791 Moved most content to LightweightForwardRenderer. Created passes to encapsulate logic. Currently passes are selected based on primitive feature/capabilities/frame settings. 7 年前
Brandon Fogerty 5a959061 LWRP XR Single-pass Instancing and Multi-view Support 7 年前
Felipe Lira 63a6fe03 Merge branch 'LWRP' into lw/api-refactor-v1 7 年前
Felipe Lira 60efd574 Added float and half variants to instrisicts 7 年前
Felipe Lira b9fd7d1c Fixed wrong name replace 7 年前
Brandon Fogerty 5677b4e8 LWRP XR Single Pass Instancing Shadow Fixes 7 年前
Felipe Lira 312a5259 Screenspace shadow resolve is only done in case of cascade shadows. 7 年前
Felipe Lira 0d778bae Fixed some cascade issues 7 年前
Felipe Lira 0e5f015e Few shadow optimizations: 6 年前