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
21f7347a
Fixed lightweight standard shader compilation error due to last commit.
7 年前
Felipe Lira
56be11e4
Added multiple lights support to LightweightStandardShader.
7 年前
Felipe Lira
491a7d87
Added shadow caster pass to lightweight standard shader.
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
87ac03cd
Added LightweightPipeline shader GUI. Updated PBR material with the new keywords.
7 年前
Felipe Lira
2174bed4
Added microfacet BRDF model. Some changes to keywords in the LightweightStandard shader GUI.
7 年前
Felipe Lira
602d1a7c
Fixed a normalization issue. Fixed keywords not being properly set in SpecularSetup.
7 年前
Felipe Lira
ef02bc3e
Added missing env BRDF surface reduction. Now BRDF matches reference image.
7 年前
Felipe Lira
d43f1597
Transparent mode now working.
7 年前
Felipe Lira
96d28b11
Added DepthOnly pass to LW shaders.
7 年前
Felipe Lira
f16a7ebc
Fixed spot and point light attenuation in Standar shader.
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
f4fc9498
Updated shader and materials to use same metallic/spec gloss map and keywords as standard. This will allow substance workflow to work in lightweight.
7 年前
Felipe Lira
9ea83a56
Added Occlusion keyword. Updated materials. More refactor on the shader.
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
e82227ea
More changes to support ShaderGraph + make it easier to support additional lit shaders.
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
dd386fd1
Removed UnityStandardInput and BRDF/Lighting dependencies.
7 年前
Felipe Lira
27111431
Added support to directional lightmaps.
7 年前
Felipe Lira
28ba8394
Removed _METALLIC_SETUP dependency. Now if _SPECULAR_SETUP is not defined MetallicSetup is used.
7 年前
Felipe Lira
e7cc4756
Converted terrain standard shader to lightweight.
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
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
f8a9d47a
Updated inspectors to 2018.1 and remove pipeline warnings.
7 年前
Felipe Lira
fa504521
Runned auto format tool.
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
f03ce4cf
Fixed keyword issue when upgrading from LW to builtin.
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
Felipe Lira
cf5bdf89
Renamed LightweightShaderLibrary folder to just ShaderLibrary and moved to root LWRP folder.
7 年前
Felipe Lira
0a150fd9
Minor changes and commets on Standard Surface shader.
7 年前
Raymond Graham
1e5e8a8a
GPU instancing in Lightweight renderpipeline
7 年前
Felipe Lira
e397bc6c
Fixed GI issue in specular workflow.
7 年前
John
3c40b17c
Merge brnganch 'LightweightPipeline' into LW-ScreenSpaceShadows
Fetching 5x5 tent PCF
7 年前
John
23c8824d
Setup shadow reciever constants before gather pass.
7 年前
John
b1d4f079
Lit Pass Integrations, Keyword config
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
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
John Parsaie
430cb9f0
Updated Debug views, Smoothness, Tangents space normal, gamma correction
7 年前
Felipe Lira
3360ce0b
Changed ShadowPass and DepthOnlyPass to account for alpha clip.
7 年前
John Parsaie
940faf7a
Added SSAO Debug View to Pipeline
7 年前
Felipe Lira
254ebe81
Added IgnoreProjector tag to shaders as projectors will not be supported on SRP.
7 年前
John Parsaie
bba8b22a
Added shadows debug view
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
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
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
Felipe Lira
e452603c
Added keyword to avoid shadow sampling.
7 年前
Aleksandr Kirillov
c856eeed
Fixed broken shadergraph LW PBR shader template.
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
cb320661
Initial push
-Fixed Shader Graph PBR template shadows and defines to match LW
-Fixed Shader Graph Unlit template defines to match LW
-Culling in depth pre pass fixed in LW PBR
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
1c37ea07
-Fixed Shader Graph PBR template shadows and defines to match LW
-Fixed Shader Graph Unlit template defines to match LW
-Culling in depth pre pass fixed in LW PBR
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
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.
6 年前
Felipe Lira
0d778bae
Fixed some cascade issues
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