Felipe Lira
37ce1cf7
Added emission map. Upgrade selected, and specular power now has a similar computation to legacy ones (shininess multiply) so when upgrading projects lighting behaves more or like the same as legacy.
7 年前
Felipe Lira
52030767
Fixed a shader compiler error due to glsl optimiser not understand interpolator arrays. Added shader keywords for cascades and vertex lighting.
7 年前
Felipe Lira
0ea8fe1a
Removed the now uncessary legacy MGD files. Unity can now load libMGD if it is in the correct folder.
7 年前
Felipe Lira
3ca50804
Fixed the clear issue that was causing the RT to be clear before setting the camera.
7 年前
Felipe Lira
96a96f65
UNITY_INITIALIZE_OUTPUT defined to nothing in OpenGL ES iOS build which was causing graphics issues on iOS.
7 年前
Felipe Lira
fba67c86
Name refactors and conversion from tabs to spaces.
7 年前
Robert Srinivasiah
e11fc818
Start VR hack branch to experiment
Use with Mercurial branch graphics/vr-srp-sandbox
Current functionality:
* Works with VR singlepass only. Tested with split stereo display and Vive, but should work with other platforms that support singlepass.
* Stereo-izes only the DrawRenderers and DrawSkybox commands, on purpose. Shadow rendering is done mono
* Supports creation of intermediate targets, though the creation of a target that matches a VR target is currently kinda hacky.
7 年前
Felipe Lira
2707e7d4
Fixed shadow cascades issues. Cascade selection now uses the split spheres as cascade selection.
7 年前
Felipe Lira
f48ff264
Further renaming to keep consistency with documentation.
7 年前
Felipe Lira
870e00ba
Refactored LowEndMobile pipeline to have constant nomeclature across all modules. Organized project strucuture for clearer reference.
7 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.
7 年前
Felipe Lira
45ce8af5
Fixed shadow bias. Moved PCF filtering to _SOFT_SHADOWS. Made a few settings more user friendly.
7 年前
Felipe Lira
3f96479b
Added RenderPipeline custom inspector.
7 年前
Felipe Lira
e72ab523
Removed dummy workaround passes from shader. Added dynamic pixel lights to scene.
7 年前
Felipe Lira
1bbdcd6d
Fixed rendering on metal
7 年前
Felipe Lira
9f7c7922
Added custom shader material to set correctly shader keywords for LRRenderPipeline.
7 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.
7 年前
Felipe Lira
9dbfe2c5
Renames assets to Pipeline convention.
7 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.
7 年前
Felipe Lira
065244b9
Created base setup to support both metallic and specular in LDPipeline
7 年前
Felipe Lira
9bcbdc22
Added the "RenderPipeline" shader tag. moved all settings from QualitySettings to Pipeline asset.
7 年前
Felipe Lira
33d7e522
Upgrade mateiral upgrader to suit LDRenderLoop needs.
7 年前
Felipe Lira
6fff2662
Updated default pipeline asset to more conservative lowend settings.
7 年前
Felipe Lira
f39c298e
Fixed error after merge.
7 年前
Felipe Lira
0905d0bc
Merge branch 'master' into lowendmobile
# Conflicts:
# Assets/ScriptableRenderPipeline/RenderPasses/ShadowRenderPass.cs
# ProjectSettings/QualitySettings.asset
7 年前
Felipe Lira
be52007a
Merge branch 'master' into lowendmobile
7 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.
7 年前
Felipe Lira
e606701e
Added support to query shadowbias from Light. Fixed glossiness in specular.
8 年前
Felipe Lira
94d1068c
Added 4 tap shadowmap filtering.
8 年前
Felipe Lira
db6e8103
- Optimized tangetToWorld matrix multiplication
- Moved SH code to use builtin shader constansts. (SHA, SHB, SHC)
8 年前
Felipe Lira
d9ff7a64
Added MGD interceptor library and manifest to use Mali Graphics Debugger.
8 年前
Felipe Lira
5450c598
Fixed Lightmap issue and shadow issues on mobile.
8 年前
Felipe Lira
89e8323a
Added a material upgrader to convert VikingVillage materials to LD Pipeline ones.
8 年前
Felipe Lira
926abc33
Changed shader to specular setup and made a few cleanups.
8 年前
Felipe Lira
5dcbc378
Removed old ScriptableRenderLoop and Pipeline namespaces.
8 年前
Felipe Lira
05e84b23
Merge branch 'master' into lowendmobile
8 年前
Felipe Lira
21e43adc
Added Fog
8 年前
Felipe Lira
3bba2de4
Added NormalMap, Emission and Occlusion
8 年前
Felipe Lira
7adeb563
Added non-directional Lightmap support
8 年前
Felipe Lira
c9e863e4
Shadow slice resolution being computed automatically for best fit in the shadow atlas.
Moved all non-serialized settings from pipeline asset to pipeline instance.
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
a749dbac
Fixed cascade index selection.
8 年前
Felipe Lira
42f40c32
Updated LowEndRenderPipeline to use the new RenderPipelineAsset
8 年前
Felipe Lira
782077fb
Merge branch 'master' into lowendmobile
# Conflicts:
# ProjectSettings/GraphicsSettings.asset
8 年前
Felipe Lira
5ccdddfc
LowEndMobile Pipeline - Added Shadows.
8 年前