31 次代码提交 (d9ff7a64-08bc-4e96-a86b-a11f08efb3a4)

作者 SHA1 备注 提交日期
Felipe Lira 5ccdddfc LowEndMobile Pipeline - Added Shadows. 8 年前
Felipe Lira 42f40c32 Updated LowEndRenderPipeline to use the new RenderPipelineAsset 8 年前
Felipe Lira a749dbac Fixed cascade index selection. 8 年前
Felipe Lira 695bb05c Fixed shadow cascade interpolation issues. Fixed the case when no cascade was enabled was causing wrong shadowmap rendering. 8 年前
Felipe Lira c9e863e4 Shadow slice resolution being computed automatically for best fit in the shadow atlas. 8 年前
Felipe Lira 7adeb563 Added non-directional Lightmap support 8 年前
Felipe Lira 3bba2de4 Added NormalMap, Emission and Occlusion 8 年前
Felipe Lira 21e43adc Added Fog 8 年前
Felipe Lira 5dcbc378 Removed old ScriptableRenderLoop and Pipeline namespaces. 8 年前
Felipe Lira 926abc33 Changed shader to specular setup and made a few cleanups. 8 年前
Felipe Lira 89e8323a Added a material upgrader to convert VikingVillage materials to LD Pipeline ones. 8 年前
Felipe Lira 5450c598 Fixed Lightmap issue and shadow issues on mobile. 8 年前
Felipe Lira d9ff7a64 Added MGD interceptor library and manifest to use Mali Graphics Debugger. 8 年前
Felipe Lira db6e8103 - Optimized tangetToWorld matrix multiplication 8 年前
Felipe Lira 94d1068c Added 4 tap shadowmap filtering. 8 年前
Felipe Lira e606701e Added support to query shadowbias from Light. Fixed glossiness in specular. 8 年前
Felipe Lira 17101aa5 Changed the LDRenderLoop to define a minimal shadow setup instead of using the one from FPTL/HDRenderPipe. This will make it also easier for users to understand and provide example beyond the basic render loop. 8 年前
Felipe Lira f39c298e Fixed error after merge. 8 年前
Felipe Lira 6fff2662 Updated default pipeline asset to more conservative lowend settings. 8 年前
Felipe Lira 33d7e522 Upgrade mateiral upgrader to suit LDRenderLoop needs. 8 年前
Felipe Lira 9bcbdc22 Added the "RenderPipeline" shader tag. moved all settings from QualitySettings to Pipeline asset. 8 年前
Felipe Lira 065244b9 Created base setup to support both metallic and specular in LDPipeline 8 年前
Felipe Lira 38a9956f Due to target hardware restrictions (ALU/bandwidth) LD won't support the same standard shader workflow. Instead a specular limited will be available. 8 年前
Felipe Lira 9dbfe2c5 Renames assets to Pipeline convention. 8 年前
Felipe Lira 11a8a1a4 MaterialUpgrader for Mobile to LDRenderPipeline and small changes to allow gloss & shineness on LDRenderPipeline. Temporary workaround the issue that was causing Lightmap to crash unity. 8 年前
Felipe Lira 9f7c7922 Added custom shader material to set correctly shader keywords for LRRenderPipeline. 8 年前
Felipe Lira 1bbdcd6d Fixed rendering on metal 8 年前
Felipe Lira e72ab523 Removed dummy workaround passes from shader. Added dynamic pixel lights to scene. 8 年前
Felipe Lira 3f96479b Added RenderPipeline custom inspector. 8 年前
Felipe Lira 45ce8af5 Fixed shadow bias. Moved PCF filtering to _SOFT_SHADOWS. Made a few settings more user friendly. 8 年前
Felipe Lira 00dbd214 Added options to use specular from base map and to choose wheter to use glossines from diffuse alpha (specular mask) or specular texture. 8 年前