Thomas
c6639f12
LightEditor refactor for 2017.3
Awaiting 2018.1 features to simplify & improve it
7 年前
Thomas
49f9160e
Moved LightEditor to the editor namespace (d'oh)
7 年前
Julien Ignace
8c3d6702
Screen Space Shadows for directional light v0 (WIP)
7 年前
Sebastien Lagarde
bb06e229
HDRenderPipeline: Add aspet ratio / angle control for pyramid + add gizmo
7 年前
Sebastien Lagarde
c368db5a
HDRenderPipeline: Add support for light specular color tint
7 年前
Thomas
b0298639
Simplified HDLightEditor code and added color temperature gradient
7 年前
Evgenii Golubev
18167a05
Rename light dimensions for consistency: X = width, Y = height
7 年前
sebastienlagarde
3724b336
first non compiling draft
7 年前
Julien Ignace
6cf5f4d4
Manually re-applied and fixed screen space shadow code after big merge of master that moved every files.
7 年前
Julien Ignace
93c49e08
- Switched sample count to a uniform to be changed by users
- Cleaned UI
- Added a variation to disable contact shadows
7 年前
sebastienlagarde
a4916499
first draft
7 年前
sebastienlagarde
7c5ace88
Remove physical light unit for the commit
7 年前
GitHub
5c7e1fd0
Merge pull request #809 from Unity-Technologies/Branch_ScreenSpaceShadows
Contact Shadows
7 年前
Sebastien Lagarde
761db059
re-introduce physical light elment remove previously
7 年前
sebastienlagarde
f115166b
Expose bias control parameter
7 年前
sebastienlagarde
c4fab16a
Update shadow parameter in UI
7 年前
sebastienlagarde
8d0fc95d
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-physical-Light-unit-2
7 年前
Julien Ignace
c4e4129a
Moved Cascade and Contact shadows settings to the volume system.
7 年前
Sebastien Lagarde
0d688467
Merge remote-tracking branch 'refs/remotes/origin/master' into Add-physical-Light-unit-2
7 年前
sebastienlagarde
0fa00af2
Update tooltip for users for ligths
7 年前
Remy
9c0aa9c6
Add spot reflector option to modulate light intensity with spot angle.
7 年前
Remy
8fa08986
fix for PR
7 年前
Evgenii Golubev
7d62d89f
Add a Volumetric Dimmer slider to lights to control the intensity of the scattered volumetric lighting
7 年前
sebastienlagarde
30443854
Add support of per light shadow mask control
Add support of per light shadow mask control
7 年前
sebastienlagarde
aae354e3
Update changeLog
7 年前
Antoine Lelievre
34d3857a
Added a bool for contact shadows in lights
7 年前
Antoine Lelievre
447b05b3
Raw PCSS import from DREAM-2018.2 project
7 年前
Antoine Lelievre
3072fc83
PCSS is now working
7 年前
Antoine Lelievre
43eed620
Add mesh filter and mesh renderer for emissive mesh on lights
7 年前
Antoine Lelievre
5c245e8f
Changed emissive mesh update system to support multi-inspector
7 年前
Antoine Lelievre
2828ae93
Added an enum field to change the light intensity unit
7 年前
Sebastien Lagarde
75993083
Fix issue with light intensity not matching area emissive mesh intensity + some renaming
7 年前
Antoine Lelievre
a452a9db
Merge branch 'master' into LightUnits
7 年前
GitHub
80d748f5
Add light linking support ( #1758 )
* HDRP: Add support of light layering for forward (first draft)
TODO:
- Test instancing
- Check perf
- add an option to disable light layer support + in frameSettings
- add deferred rendering support (mean add an optional extra GBuffer)
* Add LightLinking support (version 1 - compile)
This PR add support of LightLayers feature.
To use it, setup mask renderingLayers on renderers and LightLayers on a lights. If a logical and of both give a non 0 value, the light is apply, otherwise it isn't.
This mean that by default LightLayers is 1 and RenderingLayers is 1. Then user can say LightLayers is only 2 and it will only affect renderingLayers with 2 or 3 mask value.
LightLayers require an extra GBuffer in deferred, mean it have extra bandwidth and memory cost.
LightLayers once enabled in HDRPAsset with SupportLightLayers can be control by FrameSettings. Mean a camera can enable extra RT only for an in game cinematic.
This PR refactor...
7 年前