- 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.
* 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
* Init push
-Updated existing tests, simplified and compressed
-Added new tests, many more, to cover missing coverage and prepare for upcoming features
-Compressed Images to save space
-Removed duplicate or unused assets
* Added Shadergraph test scene
Tweaked existing material files
* Updated missing prefabs (due to nested prefabs)
Added all OSX Metal reference images
* Fixed issue with test 050_shader_graphs where the UVs broke in playmode
* Updated Build List
* Added check for only enabled scenes in the build menu, this will help avoid issues running tests not in the build and also easily be able to disable tests if needed
* Tweaked tests
Added OSXEditor Metal reference images
Added WindowsEditor DX11 reference images
* Fix shadow cascade issue that was due to cut and paste error lol
* Updated cascade test with correct references
Updated Adam prefab to nested prefabs
* Update windowsEditor DX11 ...
* Fixed custom renderer lifetime issue. Materials are not cached anymore in the passes, instead the renderer is passed in execution and resources are accessed from it.
* updated release notes
* Renamed LightweightForwardRenderer to ScriptableRenderer
* Added FB Input and Read macros to LWRP Core
* - Created PerCamera and LightConstantBuffer
- Added _InvCameraViewProj matrix
- Remove unused LightweightConstantBuffer class
* removed string allocation in renderloop. Camera name for profiler should be just fine.
* removed nested camera rendering check. we are preventing it on engine side.
* Fixed type in DefaultRenderer
* removed unreferenced m_IsCameraRendering
* fixed Unlit shader GUI
* Added HALF versions of FRAMEBUFFER_INPUT macros. Remove MS because we only have it partially implemented in SRP shader library.
* Removed empty ForwardLitPass
* 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...