Felipe Lira
065244b9
Created base setup to support both metallic and specular in LDPipeline
8 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.
8 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.
8 年前
Felipe Lira
9f7c7922
Added custom shader material to set correctly shader keywords for LRRenderPipeline.
8 年前
Felipe Lira
1bbdcd6d
Fixed rendering on metal
8 年前
Felipe Lira
e72ab523
Removed dummy workaround passes from shader. Added dynamic pixel lights to scene.
8 年前
Felipe Lira
45ce8af5
Fixed shadow bias. Moved PCF filtering to _SOFT_SHADOWS. Made a few settings more user friendly.
8 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.
8 年前
Felipe Lira
870e00ba
Refactored LowEndMobile pipeline to have constant nomeclature across all modules. Organized project strucuture for clearer reference.
8 年前
Felipe Lira
f48ff264
Further renaming to keep consistency with documentation.
8 年前
Felipe Lira
2707e7d4
Fixed shadow cascades issues. Cascade selection now uses the split spheres as cascade selection.
8 年前
Felipe Lira
fba67c86
Name refactors and conversion from tabs to spaces.
8 年前
Felipe Lira
96a96f65
UNITY_INITIALIZE_OUTPUT defined to nothing in OpenGL ES iOS build which was causing graphics issues on iOS.
8 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.
8 年前
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.
8 年前
Felipe Lira
85eec1f1
Added ReflectionCubemap support to lowend mobile. Added Material upgraders to most of legacy shaders.
8 年前
Felipe Lira
998f6257
Added particles to lowend upgrader.
8 年前
Felipe Lira
820537f9
Added spot light shadow support.
8 年前
Felipe Lira
06640421
Fixed upgrade issues regarding shininess values being zero.
8 年前
Tim Cooper
c30d33b8
[Format]Reformat via format.pl to match the new conventions
8 年前
Felipe Lira
c063a880
Reduced amount of shader variants by optimizing away a few keywords.
8 年前
Felipe Lira
dd4cded2
Fixed rendering issues when no realtime lights were present.
8 年前
Felipe Lira
ae4bcfc3
Fixed issue where lightprobes were not rendering.
8 年前
Felipe Lira
ddbc0256
Added support to reflection probes.
8 年前
Felipe Lira
7ffb14f0
Fixed shadow acne issues that were apparent in Metal.
8 年前
Felipe Lira
4026f4ab
Fixed compiler errors due to last commit and shader variants not being tested.
8 年前
Felipe Lira
287a7929
Fixed compiler erros for some variants/platforms.
8 年前
Felipe Lira
6275e9d2
Added baked emission support to LD pipe and proper test scene
8 年前
Felipe Lira
6f3e7b0a
Refactored LD to Lightweight
8 年前
Felipe Lira
0f4a886b
LightweightPipeline settings per light objects with StructuredBuffer. Right now for gles 2.0 we need an alternate solution. Added multiple point lights scene.
8 年前
Felipe Lira
a2f2b1e9
When only a single directional light is available we don't set per object lights. Added drawRenderers with SRP default light pass to render sprites.
8 年前
Felipe Lira
fb82cb32
Added helper sampler function and conversion between colorspaces.
8 年前
Felipe Lira
578640d3
Optimized shader path for single directional light.
8 年前
Felipe Lira
94744828
Removed shadow sampling from loop, shadow bias taken from light, improved shadow algorithm
8 年前
Felipe Lira
8265d3ce
Added support to per-object light list for SM 2.0 devices
8 年前
Felipe Lira
50b18a0a
Removed Tex2DLinear function which was causing a dependent texture read due to parameter copy.
7 年前
Felipe Lira
8ec89a38
LinearGamma conversions added based on Pipeline keyword.
7 年前
robbiesri
34caf919
Shader changes to support XR in Lightweight Pipeline
7 年前
Felipe Lira
7d62ca8f
Merge branch 'master' into LightweightPipeline
# Conflicts:
# Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipeline.shader
7 年前
Felipe Lira
2b50e9a8
Removed Pass names to avoid confusion with LightMode tag (ShaderPassName)
7 年前
Felipe Lira
6959ac25
Added initial prototype version of Lightweight PBS shader. Started moving away from legacy shader library.
7 年前
Felipe Lira
64861bf2
Added Lightweight PBR Sphere Test Scene
7 年前
Felipe Lira
c28f1752
Added attenuation procedural texture generation code and attenuation texture in shader.
7 年前
Felipe Lira
c9cb44ad
Added optimized single light path for DIRECTIONAL, SPOT, POINT
7 年前
Felipe Lira
56be11e4
Added multiple lights support to LightweightStandardShader.
7 年前
Felipe Lira
605dc966
Fixed most of the lightweight graphics tests.
7 年前
Felipe Lira
88ac7b57
Fixed a shadow issue that was causing the shadowmap to be applied to the wrong light.
7 年前
Felipe Lira
96d28b11
Added DepthOnly pass to LW shaders.
7 年前
Felipe Lira
78a2ad28
Renamed LW shaders and changed the default to be the Physically Based one.
7 年前
Felipe Lira
bd25fe30
Initial refactor work on shader library to allow reuse passes/core for multiple shaders with minimal work.
7 年前
Felipe Lira
272ebcd0
Removed the options to disable lightmap and ambient probes from lightweight as they dont' make sense. Renames linear settings to force linear
7 年前
Felipe Lira
0afc0404
Fixed emission property on SimpleLightingShader. Removed Env mapping support for consistency with old legacy shader library.
7 年前
Felipe Lira
0c75b7cd
Fixed emission in LightweightSimpleLighting shader. Fixed shader inspectors.
7 年前
Felipe Lira
961ab624
Light refactor to sort lights and disable directional lights from per object light lists.
7 年前
Felipe Lira
cced0898
Refactored light setup to not sort lights. Sorting at a global level would introduce light popping.
7 年前
Felipe Lira
fb2ea3ef
Further refactors to support ShaderGraph
7 年前
Felipe Lira
a01c178c
Enabled back support to vertex lighting
7 年前
Felipe Lira
792168b1
Reduced number of shader variations.
7 年前
Felipe Lira
0c481f08
StandardInput cannot be inside LightweightLighting or it may cause errors with other standard shaders.
7 年前
Felipe Lira
a7ea582f
Addresssed UI issues.
7 年前
Felipe Lira
328573bc
Fix shader include dependency to properly work with ShaderGraph.
7 年前
Felipe Lira
dd386fd1
Removed UnityStandardInput and BRDF/Lighting dependencies.
7 年前
Felipe Lira
27111431
Added support to directional lightmaps.
7 年前
Felipe Lira
9d673bbd
Added fragment Lambert and BlinnPhong funcitons to add support to trees or other shaders that require non PBS functions.
7 年前
Felipe Lira
8ea2f9d8
Added support to directional light cookie.
7 年前
Felipe Lira
c7738b32
Added a depth prepass for cases when MSAA is enabled and we don't have texture2DMS to resolved depth.
7 年前
Felipe Lira
2d7d95e7
Added support to subtractive mixed light mode.
7 年前
Felipe Lira
d72cae5f
Minor shader optimization
7 年前
Felipe Lira
b3ebc0d2
Removed some variants to reduce build time.
7 年前
Felipe Lira
cbdfbba2
Added fallback to error shader when pipeline fails to find suitbale pass.
7 年前
Felipe Lira
7f9830c1
Added meta pass for StandardShader.
7 年前
Felipe Lira
a5dbc063
Ported Lightweight to SRP 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
bb237480
Combined shadow and light classification keywords to reduce shader variantions by ~30%.
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
Tim Cooper
cf875c87
No ligh list support
7 年前
Felipe Lira
cf5bdf89
Renamed LightweightShaderLibrary folder to just ShaderLibrary and moved to root LWRP folder.
7 年前
Raymond Graham
1e5e8a8a
GPU instancing in Lightweight renderpipeline
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
Tim Cooper
8319254f
VR keywords are injected on build if the platform is needed. No need to add a multi-compile.
7 年前
Tim Cooper
803d7f40
Merge remote-tracking branch 'origin/master' into LW-ScreenSpaceShadows-KeywordsReduction
7 年前
Joel de Vahl
f3cd88c5
Started work on light optimizations for low tier mobiles
7 年前
Tim Cooper
aeefe219
Merge branch 'master2' into LW-LightOptimizations
7 年前
Tim Cooper
88254799
Fix up lightmapping shader variants.
7 年前
Tim Cooper
6cb52bc9
Fix up lightmapping shader variants.
7 年前
Tim Cooper
d6c78179
Disable a number of LW features to reduce combination pressure until we have proper keyword stripping.
7 年前
Tim Cooper
5c9658dd
Strip shadows on / off keyword (pretend shadows are always on and use a 4x4 texture)
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
56d9be64
Experimental debugging code, nothing works
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
44d8afbf
Don't normalize the normal coming from the normal map if there's no scaling possible in the shader.
7 年前
Felipe Lira
3360ce0b
Changed ShadowPass and DepthOnlyPass to account for alpha clip.
7 年前
Felipe Lira
254ebe81
Added IgnoreProjector tag to shaders as projectors will not be supported on SRP.
7 年前
Felipe Lira
db005356
Added keyword to avoid shadow sampling.
7 年前
Felipe Lira
b37a37c8
Added fog exp back to lw.
7 年前
Felipe Lira
e0d4368a
fixed typo
7 年前
Felipe Lira
988e5940
fixed terrain shadows.
7 年前
Felipe Lira
5c358cc9
Split Standard PBS and Simple lighting vertex shaders as shininess was being used in PBS.
7 年前
Felipe Lira
c1ce89b5
Merge branch 'master' into lw/shader-optimization
# Conflicts:
# ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandard.shader
# ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader
# ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardTerrain.shader
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
5a168a8d
Excluded d3d11_9x as it's not supported
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
Felipe Lira
933c7fdd
Merge branch 'LWRP' into lw/bugfixes
7 年前
Aleksandr Kirillov
10d82e06
Refactored the common code to not depend on specific global variable names.
7 年前
Aleksandr Kirillov
01eba7d0
Moved includes to the top where it made sense.
Scale is now an optional parameter in SampleNormal function and has half precision.
_EmissionColor is now explicitly swizzled to .rgb
7 年前
Felipe Lira
e452603c
Added keyword to avoid shadow sampling.
7 年前
Felipe Lira
b76d117a
fixed typo
7 年前
Felipe Lira
9011485e
fixed terrain shadows
7 年前
GitHub
81d0b3df
Merge pull request #1130 from Unity-Technologies/lw/common_refactor
Refactored the LWRP common code to not depend on...
7 年前
Aleksandr Kirillov
c856eeed
Fixed broken shadergraph LW PBR shader template.
7 年前
Felipe Lira
a54f4afa
Split Standard PBS and Simple lighting vertex shaders as shininess was being used in PBS.
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
Andre McGrail
a796ea1d
Reverted required shader feature in the standard shader
Added Cull option to the simple lighting depth only pass
7 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.
7 年前
Felipe Lira
366fde87
Excluded d3d11_9x as it's not supported
7 年前
Felipe Lira
da2b86a8
Reverted required shader feature in the standard shader
Added Cull option to the simple lighting depth only pass
7 年前
Felipe Lira
7fd656f4
Split LWRP shader library includes (InputSurface, LightweightPassLit and Particles) into several smaller files to have only the required things included.
Conflict:
- LightweightUnlitExtraPasses.template
7 年前
GitHub
dadee06e
Merge pull request #1153 from Unity-Technologies/lw/shadergraph_fixes
ShaderGraph template fixes
7 年前
Felipe Lira
1f60ea4c
Refactored the common code to not depend on specific global variable names.
7 年前
Felipe Lira
59b51672
Moved includes to the top where it made sense.
Scale is now an optional parameter in SampleNormal function and has half precision.
_EmissionColor is now explicitly swizzled to .rgb
7 年前
Felipe Lira
27947037
Shadergraph fix for LW PBR template
Conflict:
- LightweightStandardSimpleLighting.shader
7 年前
Felipe Lira
95a70be2
Added IgnoreProjector tag to shaders
7 年前
Felipe Lira
9fe30bee
Tweaked default shader values to be mid grey
7 年前
Felipe Lira
baed4e96
Added missing d3d11_9x excludes
7 年前
Andre McGrail
3304f9f5
Tweaked default shader values to be mid grey
7 年前
Felipe Lira
cdd9a0d1
Added _LOCAL_SHADOWS_ENABLED keyword
7 年前
Felipe Lira
4fec8c89
Added shader pass names so we can strip passes by pass name.
7 年前
Andre McGrail
17b2491d
Added missing d3d11_9x excludes
7 年前
Felipe Lira
ba310f35
Added support to local soft shadows. Added rule to strip soft shadows keyword.
7 年前
Felipe Lira
312a5259
Screenspace shadow resolve is only done in case of cascade shadows.
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