Felipe Lira
a5dbc063
Ported Lightweight to SRP shader library.
7 年前
Felipe Lira
b89532b8
Added GLCore and GLES2 files. Ported more shaders to SRP shader library and fixed some compilation GLES2 compilation errors in shader library.
7 年前
Felipe Lira
a58b6cbd
Lightweight Shaders compiling on GLES with HLSLcc compiler.
7 年前
Felipe Lira
0324ec96
Refactor to improve shader library organization and readability
7 年前
Felipe Lira
ac553840
Updated shaders after merge
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
b5dfd1ee
Moved bias and normalBias to caster side. Applying frustum size scale on cascade bias and texelSize scale in normal bias.
7 年前
Felipe Lira
416206e5
Fixed shadow issue when z coord was out of shadow frustum bounds.
7 年前
Felipe Lira
2490de82
Improved shadow ALU and CB usage.
7 年前
Felipe Lira
0424ce0c
Removed cascade index branching by setting an extra no-op cascade matrix.
7 年前
Felipe Lira
aea66b82
Removed branching on shadow sampling.
7 年前
Felipe Lira
1ee76480
Refactor on LW shader library to make it more user friendly.
7 年前
Felipe Lira
d74fef81
refactored lightweight shader for simplicity.
7 年前
Felipe Lira
2b8e4ba4
Abstracted light attenuation and direction into Light struct.
7 年前
Felipe Lira
46d124a0
Added 5x5 Tent filtering on desktop.
7 年前
Felipe Lira
a6a06406
removed comment left out as mistake.
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
John
b1d4f079
Lit Pass Integrations, Keyword config
7 年前
John
2d3db4b5
Moved frustum corners to shadow buffer
7 年前
John
5334c6be
7x7 PCF
7 年前
John
cc3596dc
Keyword reduction: Assume ScreenSpace Shadows when Cascades enabled
7 年前
John
90cac197
Stripped UI options/pipeline config of feature. Relies on cascades for now.
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
Felipe Lira
d14fa0e6
Fixed shadowmap sampling out of borders by taking z direction into account.
7 年前
John
2d7df006
World space position reconstruction via unprojection
7 年前
Andre McGrail
f4e2ebd4
Fixed 'ComputeShadowCoord' function to return correct screen-space coords
7 年前
Robert Srinivasiah
f2ae3326
Progress toward stereo-ized shadows (WIP)
The shadows are building correctly, but they are not populating the ScreenSpaceShadowMap correctly (in ScreenSpaceShadows)
7 年前
Robert Srinivasiah
7fe2c281
Screenspace Shadow samples work in stereo doublewide
The screen-space shadow map texture coordinates need to be corrected for stereo, but it has to happen after the perspective divide in SampleScreenSpaceShadowMap
7 年前
Robert Srinivasiah
f969b89d
Add texture array support to _ScreenSpaceShadowMap samples
7 年前
Tim Cooper
6e7638aa
Doing some hacks. Do two passes for collect shadows, do draw mesh instead of blit
7 年前
Robert Srinivasiah
74a6a8b0
Create Screenspace texture macro for LWRP
This handles declarations between Tex2D and Tex2DArray. The latter is used for Stereo Instancing.
7 年前
Felipe Lira
9d9d5435
Initial prototype.
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
Felipe Lira
47a2960a
Merge branch 'master' into LW-Bugfix
# Conflicts:
# ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Shadows.hlsl
7 年前
Felipe Lira
e70fb89f
ShadowStrength only performed if NICE_QUALITY is set.
7 年前
Felipe Lira
6cf19ecb
Updated shadowmap to use clamp mode and avoid xy bounds check (when we have scissor)
7 年前
Felipe Lira
a0db87bc
Changed shadow filtering precision to float
7 年前
Felipe Lira
049fa5ed
Merge branch 'master' into lw/shadow-optimization
# Conflicts:
# ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
7 年前
Felipe Lira
db005356
Added keyword to avoid shadow sampling.
7 年前
Felipe Lira
1af4820e
Fixed shadowmap on low end devices. Forces hard shadow/ single cascade on GLES2 platform.
7 年前
Felipe Lira
1e0a5a30
Merge branch 'lw/shadow-optimization'
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
Felipe Lira
7597374d
Split directional and local light shadow maps.
7 年前
Felipe Lira
5a8e42e7
Added support to up to 4 shadow casting lights in the base pass
7 年前
Felipe Lira
b1944d59
Cast shadows prop removed, we use shadow strenght instead. Reverted changes that removed light type from w position component. We might want it to be generic in case people want to use other shaders with LW.
6 年前
Felipe Lira
e9dc4f31
We can't add an extra shader keyword. For now if we have shadows enabled we compute occlusion on both directional and local lights.
6 年前
Felipe Lira
bf164955
Fixed some issues with multiple shadow casting lights.
6 年前
Felipe Lira
86fd75ea
Changed local shadow strength to use a float array instead of vec4 so we can do fast indexing on most platforms.
6 年前
Felipe Lira
5d568760
Disabling local shadows on mobile until we can get keyword stripping
6 年前
Felipe Lira
5bdadbbe
Addressed PR's comments.
6 年前
Felipe Lira
04b7f638
Shadow Strength should always be computed.
6 年前
Felipe Lira
cdd9a0d1
Added _LOCAL_SHADOWS_ENABLED keyword
6 年前
Felipe Lira
a15c7e93
Removed NO_SHADOWS define as it's not really necessary. If one doesn't want shadow support only thing that needs to be done is to not define _SHADOWS_ENABLED or _LOCAL_SHADOWS_ENABLED in the shader.
6 年前
Felipe Lira
ba310f35
Added support to local soft shadows. Added rule to strip soft shadows keyword.
6 年前
Felipe Lira
cc538d3c
Fixed multiple local shadows.
6 年前
Felipe Lira
61f8c6ac
shadow strength already account for attenuation in non shadow casting lights.
6 年前
Felipe Lira
17a99791
Moved most content to LightweightForwardRenderer. Created passes to encapsulate logic. Currently passes are selected based on primitive feature/capabilities/frame settings.
6 年前
Felipe Lira
a22a1673
Small change to allow override SHADOWS_SCREEN define.
6 年前
Felipe Lira
312a5259
Screenspace shadow resolve is only done in case of cascade shadows.
6 年前
Felipe Lira
0d778bae
Fixed some cascade issues
6 年前
Felipe Lira
0e5f015e
Few shadow optimizations:
- Removed indexing from non cascade path
- Avoid homogeneous coordinate division when in orthographic projection
- Removed 7x7 tent filtering that was used in PC and cascades. That's too much as when doing cascades we resolve into screenscape shadow and do bilinear filter.
6 年前
Felipe Lira
d25a90be
Updated changelog and fixed comment.
6 年前
Felipe Lira
a0356c46
Fixed _WorldToShadow warning.
6 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