Felipe Lira
a5dbc063
Ported Lightweight to SRP shader library.
7 年前
Felipe Lira
0324ec96
Refactor to improve shader library organization and readability
7 年前
John
afae267f
Initial integration of Post-FX V2 MSVO to LW
7 年前
John
a7402091
Initial integration of Post-FX V2 MSVO
7 年前
Felipe Lira
1ee76480
Refactor on LW shader library to make it more user friendly.
7 年前
Felipe Lira
0a150fd9
Minor changes and commets on Standard Surface shader.
7 年前
Felipe Lira
2c1cc95d
Added GetCameraPositionWS(). Converted core functions to use real.
7 年前
Raymond Graham
1e5e8a8a
GPU instancing in Lightweight renderpipeline
7 年前
Felipe Lira
cfca3b82
Computing shadow coord in vertex when not using cascades.
7 年前
Felipe Lira
db534016
shadowcoord is now using high precision
7 年前
GitHub
d48bc884
Merge pull request #807 from Unity-Technologies/LightweightGpuInstancing
GPU instancing in Lightweight renderpipeline
7 年前
Felipe Lira
c925c4c7
Converted fragment functions to use InputData struct so we can update more easily ShaderGraph template.
7 年前
Felipe Lira
c51ce48c
Merged master
7 年前
John
b1d4f079
Lit Pass Integrations, Keyword config
7 年前
John
cc3596dc
Keyword reduction: Assume ScreenSpace Shadows when Cascades enabled
7 年前
John
cf25c602
Merge master
7 年前
John
5d7329a0
Accidental deletion of line during merge
7 年前
John
7c095b49
Merge ScreenSpaceShadows
7 年前
John
d56fa578
Merge ScreenSpaceShadows
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
John
0bfdddfc
Merge Screen Shadows
7 年前
Tim Cooper
5c9658dd
Strip shadows on / off keyword (pretend shadows are always on and use a 4x4 texture)
7 年前
Andre McGrail
f4e2ebd4
Fixed 'ComputeShadowCoord' function to return correct screen-space coords
7 年前
Tim Cooper
11121e37
LW: Fixes to shadow caster / depth passes for shadows.
7 年前
Matt Dean
07ca5f11
Upgrade Lightweight shaders and UI to closer match HD and Shader Graph
- Upgrades to Standard, Simple Standard and Unlit
- Split Rendering Mode into Surface Type and Blending Mode
- Add premultiply option to Simple Standard
- Make Alpha Clip Orthogonal
- Add two sided toggle
- Add Additive and Multiply blend modes
- Rename all blend modes to match HD and SG
- Rename Alpha Cutoff to Clip Threshold
- Remove unused "_ALPHABLEND" keyword
- Split premultiply and clip keywords
- Update material upgrader to reflect changes
- Various shader GUI fixes
Keywords: Adds 1 to Simple, Removes 1 from Unlit, PBR stays the same
7 年前
Robert Srinivasiah
05a6b765
Add stereo instancing/multi-view support to LWRP mat shaders
7 年前
John Parsaie
8cc0d941
Merge SRP 2018.1
7 年前
Tim Cooper
c413cf12
Add stereo instancing/multi-view support to LWRP mat shaders
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).
Removed a redundant specularGloss assignment.
7 年前
Aleksandr Kirillov
1ad16cf5
Got rid of a dependent texture read when sampling a lightmap in LW SRP.
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.
Removed normal renormalization in frag for mobile targets that don't define "SHADER_HINT_NICE_QUALITY" to 1.
7 年前
Aleksandr Kirillov
34c25f1b
Merge branch 'master' into LowEndPerf
# Conflicts:
# ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLit.hlsl
7 年前
John Parsaie
0fe793d7
Merge 2018.1
7 年前
Aleksandr Kirillov
679b3479
Fixed a compilation error after merging.
7 年前
Aleksandr Kirillov
8b48e2b4
Updated the comments about sharing an interpolator between LM UV and vertex SH in LW.
7 年前
Aleksandr Kirillov
f980622c
Packing and unpacking view direction the same way helps to get correct lighting... who would've guessed
7 年前
Aleksandr Kirillov
8b7c571e
Some shuffling around reduces frame time on older devices.
7 年前
Felipe Lira
5b48f6c3
Single Light Shader
7 年前
GitHub
4859c628
Merge pull request #1056 from Unity-Technologies/FixComment
Updated the comments about sharing an interpolator between LM UV and …
7 年前
Aleksandr Kirillov
99890a99
Cleaned up particle code. Added a shader for lit particles with SimpleLighting.
7 年前
Felipe Lira
225e061d
Fix shadowmap on low end devices. Forces hard shadow/ single cascade on GLES2 platform.
7 年前
John Parsaie
40539650
Merge branch '2018.1' into projects/TheLastStand
7 年前
Aleksandr Kirillov
322b2ef3
Some cosmetic changes + set target to 2.0 for PBR Standard shader
7 年前
John Parsaie
c285e71c
Initial implementation of debug views
7 年前
Felipe Lira
47a2960a
Merge branch 'master' into LW-Bugfix
# Conflicts:
# ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Shadows.hlsl
7 年前
John Parsaie
430cb9f0
Updated Debug views, Smoothness, Tangents space normal, gamma correction
7 年前
John Parsaie
00c5cc80
Debug Tangent Normal ----> World Normal
7 年前
Felipe Lira
3360ce0b
Changed ShadowPass and DepthOnlyPass to account for alpha clip.
7 年前
John Parsaie
4d394a7e
Apply SSAO term to LW Standard
7 年前
John Parsaie
940faf7a
Added SSAO Debug View to Pipeline
7 年前
John Parsaie
dbc7ce60
SSAO Debug View.
7 年前
Felipe Lira
7f17ab1e
Merged normal and view direction changes.
7 年前
Felipe Lira
4fce110b
Updated the comments about sharing an interpolator between LM UV and vertex SH in LW.
7 年前
Felipe Lira
b35a3407
Some shuffling around reduces frame time on older devices.
7 年前
John Parsaie
bba8b22a
Added shadows debug view
7 年前
Felipe Lira
c47b1299
Packing and unpacking view direction the same way helps to get correct lighting... who would've guessed
7 年前
Felipe Lira
db005356
Added keyword to avoid shadow sampling.
7 年前
John Parsaie
b4454f0a
World Normal debug -1..1 to 0..1
7 年前
John Parsaie
e3a67dea
Refactor SSAO apply
7 年前
John Parsaie
b65915e1
Refactor transmittance from light space.
7 年前
Felipe Lira
5c358cc9
Split Standard PBS and Simple lighting vertex shaders as shininess was being used in PBS.
7 年前
John Parsaie
5303cfde
Fixed unlit particle fog
7 年前
Felipe Lira
a53eff3d
Considered MainLight as always a directional light. This enables the following optimation: (and potentially more)
- no position WS interpolator
- no distance attenuation computation
- saved homogeneous coord division as w is always 1.0 in orthogonal projections
7 年前
Aleksandr Kirillov
8827c1d9
Split LWRP shader library includes (InputSurface, LightweightPassLit and Particles) into several smaller files to have only the required things included.
7 年前
Aleksandr Kirillov
10d82e06
Refactored the common code to not depend on specific global variable names.
7 年前
Aleksandr Kirillov
be56a0c2
Fixed spotlights in LW PBR.
7 年前
Felipe Lira
de8adb82
Merge branch 'LWRP' into lw/multipass
# Conflicts:
# ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
# ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLit.hlsl
# ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl
# ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl.meta
# ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader
7 年前
Felipe Lira
b026c884
excluding world pos interpolater after merge
7 年前
GitHub
8f2d2fc8
Lw/receive shadows prop ( #1830 )
* Added support to receive shadows prop in standard PBS and Simple Lighting shaders.
* Updated test scene
* updated release notes
* addressed PR comment.
* updated test images for test 020.
* merged test scene 020
6 年前