40 次代码提交 (e06338d1-4c2b-42f1-bd04-fc82ca4dafa2)

作者 SHA1 备注 提交日期
Felipe Lira 0324ec96 Refactor to improve shader library organization and readability 7 年前
Felipe Lira cea04fcf Addressed Sebastien and Alexandr PR feedbacks. 7 年前
Felipe Lira eff2ed49 Addressed Evgenii and Richard's comments. 7 年前
sebastienlagarde 4b26e012 Move all core file to subfolder CoreRP + update shader include path to CoreRP/ShaderLibrary 7 年前
Felipe Lira bb237480 Combined shadow and light classification keywords to reduce shader variantions by ~30%. 7 年前
Felipe Lira 0571f34d Fixed truncation warnings in LW shaders. 7 年前
Felipe Lira bc1c94ba Upgraded Particles to SRP shader library. 7 年前
Felipe Lira 1e4494ad Shader variants reduced by 50% by removing fog EXP and combining DIRLIGHTMAP_COMBINED with LIGHTMAP_ON 7 年前
Felipe Lira d2bf88c9 Deleted Pow4 from Lightweight library. 7 年前
Felipe Lira 8f43aa08 Merge branch 'LW-Optimization' 7 年前
Raymond Graham 1e5e8a8a GPU instancing in Lightweight renderpipeline 7 年前
John b1d4f079 Lit Pass Integrations, Keyword config 7 年前
John b17eec2f Stripped remaining keyword checks for feature 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
Christophe Riccio 312c6ba6 Fixed fog with OpenGL/ES APIs 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
Felipe Lira eb62162a Added SHADER_HINT_NICE_QUALITY. Viewdirection is normalized in vertex or frag depending on the quality hint. 7 年前
Aleksandr Kirillov 92c885e2 Fixed LightweightStandardSimpleLighting shader to use target 2.0 and packed interpolators so that they would fit into SM2 limits (8x4). 7 年前
Aleksandr Kirillov f7246274 No renormalization on normals per-pixel for mobile. 7 年前
Aleksandr Kirillov 0593af3c Updated LW PBR FWD pass template in shader graph. 7 年前
Aleksandr Kirillov 34c25f1b Merge branch 'master' into LowEndPerf 7 年前
Aleksandr Kirillov 44d8afbf Don't normalize the normal coming from the normal map if there's no scaling possible in the shader. 7 年前
Aleksandr Kirillov 99890a99 Cleaned up particle code. Added a shader for lit particles with SimpleLighting. 7 年前
Aleksandr Kirillov d5a564b2 Updated AlphaDiscard function to support offsets. Now using it from Particle* shaders. 7 年前
Felipe Lira a7eda888 Fixes and optimizations for low-end mobile for LW 7 年前
John Parsaie 4d394a7e Apply SSAO term to LW Standard 7 年前
Felipe Lira 31402fe2 No renormalization on normals per-pixel for mobile. 7 年前
John Parsaie c3fb2167 Colored AO 7 年前
Felipe Lira b37a37c8 Added fog exp back to lw. 7 年前
John Parsaie e3a67dea Refactor SSAO apply 7 年前
Felipe Lira f3d91736 Reverted BUMP_SCALE_NOT_SUPPORTED changes. BUMP_SCALE_NOT_SUPPORTED when undefined is now defined to true on mobile platforms. 7 年前
Felipe Lira 083ff6f4 got rid of the unnecessary tangent normalization. mikkts compliance only requires normalization when converting normal from TS to WS. 7 年前
Felipe Lira 090e9c4e Added _ScaledScreenParams shader property to access camera size scaled by render scale. 7 年前
Felipe Lira e9179283 Merge branch 'master' into lw/bugfixes 7 年前
Felipe Lira 9665f32c Reverted BUMP_SCALE_NOT_SUPPORTED changes. BUMP_SCALE_NOT_SUPPORTED when undefined is now defined to true on mobile platforms. 7 年前
Felipe Lira 0bd77cdc got rid of the unnecessary tangent normalization. mikkts compliance only requires normalization when converting normal from TS to WS. 7 年前
Felipe Lira 52894fd0 Added _ScaledScreenParams shader property to access camera size scaled by render scale. 7 年前
Felipe Lira 60efd574 Added float and half variants to instrisicts 7 年前
GitHub 3e976bf2 Lw/api review v1 (#1872) 6 年前