2021 次代码提交 (d0d60781-b4ee-4880-9d5b-7500a6335c64)

作者 SHA1 备注 提交日期
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
Antti Tapaninen 6905e65f Merge branch 'master' into metal 8 年前
Antti Tapaninen 77eb16d6 Merge branch 'master' into metal 8 年前
Antti Tapaninen 42af929e Merge branch 'metal' of github.com:Unity-Technologies/ScriptableRenderLoop into metal 8 年前
Filip Iliescu 7344b48c update project settings for iOS and metal 8 年前
Filip Iliescu 9c8adb1a enable panaroma for iOS 8 年前
Antti Tapaninen 3a792c86 remove .orig file 8 年前
sebastienlagarde 2e15537d HDRenderPipeline: rename disableFptlWhenClustered to enableFptlForOpaqueWhenClustered 8 年前
sebastienlagarde 53c4ba59 HDRenderPipeline: Apply tiling on both base and details map (was only on base) 8 年前
runes 8d6eac51 compile fixes for xbox one 8 年前
runes 84860a17 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 8 年前
runes cb7bce50 Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop 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