目录树:
eb899d7b
/main
/scriptablerenderloop-materialgraph
/batch_rendering
/vr_sandbox
/Branch_Batching2
/mikko-renderpass
/fptl_cleanup
/vr_fptl_sandbox
/Branch_batcher
/MobileDeferredRenderPass
/vr_api_testbed
/RenderPassXR_Sandbox
/classicDeferredMobile
/EnableVulkanAndES3
/OnTileRenderPass2
/sample_game
/culling
/OTDRP-develop
/Add-support-for-light-specular-color-tint
/stochastic_alpha_test
/Yibing-Project-2
/xr-hdrp-rt-test
/system-shock-transitional-shader
/feature-runtimeTextureCache
/shader-library-include-paths
/asmdef
/namespace
/feature-ReflectionProbeFit
/prototype-decals
/DrawSettings
/projects-TheLastStand
/iridesence
/lw-nolightlist
/Add-physical-light-unity-support
/LightweightPipelineExperimental
/switch_support
/feature-ScreenSpaceProjection
/use-roughness
/LW-BakedIndirect
/Branch_FixObjectMotion
/srp_batcher
/LW-LightOptimizations
/Branch_ScriptableCulling
/LW-LowEnd
/feature-ReflectionProbeBaking
/Improve-shader-generator
/improve-shader-generator-data
/2018.1
/lwr-xr-shader-fixes-sandbox
/uifoldout-fix
/lw-callbacktests
/lwrp-xr-sssm-DrawProc
/lwrp-xr-tim-hacks
/ss3HDRP
/build-automation
/HDRP_SurfaceShader
/tag-1.1.0-beta
/xr-hdrp-pyramids
/lw-bias_per_cascade
/040SimpleLighting
/lw-tangentspacelightingtest
/Lux-for-HDRI
/HDRP_GraphicTests
/projects-system-shock-2018.1
/Change-cluster-Tile-to-dynamic-branch
/Reduce-shader-variant
/lw-shadow-optimization
/LW-DistortionPass
/lw-shader-optimization
/Branch_RemoveCascadeBordersInUI
/Branch_EnableLastSplitFade
/Branch_DebugExposure
/Documentation
/lw-bugfixes
/Branch_DebugExposure2
/Branch_DebugWindowFix
/lw-shadow-keyword
/backport-shader-optimization
/tag-1.1.4-preview
/StackLitWork
/tag-1.1.5-preview
/tag-1.1.6-preview
/stacklit
/StackLit2
/hdrp-staging
0.1.21
0.1.27
0.1.28
0.1.34
1.0.0-beta
1.0.1-beta
1.1.0-beta
1.1.1-preview
1.1.2-preview
1.1.4-preview
1.1.5-preview
1.1.6-preview
2018.1.0f2
SRP_0.1.25
Unity-2017.3.0b10
Unity-2017.3.0b2
Unity-2018.1.0b13
Unity-2018.1.0b2
Unity-2018.1.0b6
Unity-2018.1.0b8
unity-2017.1
unity-2017.1b5
unity-2017.2b4
unity-2017.3.0b1
unity-2018.1.0b13
unity-5.6.0b1
unity-5.6.0b10
unity-5.6.0b5
2 次代码提交 (eb899d7b-581c-4e95-9cbe-e58952ac76f6)
作者 | SHA1 | 备注 | 提交日期 |
---|---|---|---|
GitHub | 170c9b56 |
Draft/lw/callbacks (#1646)
* Add explicit pass architecture to lightweight. It is possible to write a custom pass and a custom LW renderer and arrange these passes in a way that makes sense for your project. * Remove Command buffer from setup API * Pull surface data into their own passes for more explicit control. * Splitting out existing LW passes to be more granular * Add default LWRP renderer that can be used as a reference * Add test for custom LW pipe. * Split out RT handles to be part of the renderer configuration now. * Remove Surface handling from LW Renderer and push to passes. * Add template images for new test. * Update changelog |
6 年前 |
GitHub | 2d2ce5c3 |
Lw/api review v2 (#1892)
* RenderingData is now readonly. * renderer is cleared up before calling setup. This way there's no need to an IRendererSetup call clear. * Removed GC.Alloc from LWRP. The only remaining ones are due to the GetComponent bug. Change functions from static to member. * Added requires depth prepass to RenderingData. Moved CanCopyDepth to LWRP. * Made static functions from ScriptableRenderer member functions * Removed LightweightForwardPass. Added RenderObjectsWithError to renderer. * Moved RenderPostProcess to renderer * Added cullResults to RenderingData. Change ScriptableRenderPass and IRenderer interface. * Moved rendering methods from Core to Renderer. Made LWRP class sealed. * Changed camera sorting to use lambda. * Run autoformat tool * updated release notes * Changed ScriptableRenderer functions that don't use class members to static. * LWRP functions have to be static due to the ability to render a... |
6 年前 |