Felipe Lira
86fd75ea
Changed local shadow strength to use a float array instead of vec4 so we can do fast indexing on most platforms.
7 年前
Paul Melamed
c2c2c9b4
calculate decal texture lod outside of the loop
7 年前
Frédéric Vauchelles
af3007d3
Use operator[] instead of LOAD on RWTexture2D
7 年前
GitHub
38f1b362
Merge pull request #1141 from Unity-Technologies/feature/PlanarReflectionUI
Planar probe convolution
7 年前
Felipe Lira
bf164955
Fixed some issues with multiple shadow casting lights.
7 年前
Paul Melamed
19e30640
changed to use a 2d texture atlas instead of texture 2d array for decals rendered in the transparent pass
7 年前
Frédéric Vauchelles
4f1b9eae
Merge branch 'master' into feature/PlanarReflectionUI
# Conflicts:
# ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/BufferPyramid.cs
7 年前
GitHub
77f8a26a
Merge pull request #1143 from Unity-Technologies/feature/RefactorBufferPyramidVariables
Renamed properly buffer pyramid variables
7 年前
Felipe Lira
81523ea2
Cap local shadow casting lights to max of 1 for now. We need to pass in to shader the bias and scale for each shadow.
7 年前
Paul Melamed
ff3bd5a3
using new texture atlas to store decal textures
7 年前
Frédéric Vauchelles
63675025
Moved Misc to common and utilities
7 年前
GitHub
7bfc3e85
Merge pull request #1146 from Unity-Technologies/fix-1145
Fix for issue 1145 and also fix standalone builds
7 年前
Felipe Lira
ae197d2f
Removed unused shader define
7 年前
Paul Melamed
372a7582
fix script compile and pssl errors
7 年前
Mikko Strandborg
ed187777
Fix standalone builds: Light.lightmapBakeType is only available in the editor
7 年前
Frédéric Vauchelles
8b5b5f95
Updated changelog
7 年前
Frédéric Vauchelles
4fbb1c4f
(wip) Added refraction model
7 年前
Felipe Lira
66f3ec92
Added support to ComputeBuffer for non mobile and non WebGL platforms.
7 年前
Paul Melamed
0702ab28
copying sample texture into 4kx4k atlas
7 年前
Mikko Strandborg
d0f3c3c1
Fix for issue 1145: add enableRandomWrite for the color pyramid surfaces
7 年前
Frédéric Vauchelles
253790d4
Renamed properly buffer pyramid variables
7 年前
Frédéric Vauchelles
5d1e46bc
Moved CoreRP files in folders for readbility
7 年前
Julien Ignace
ac765a69
- Fixed Layered material UI where Density As Opacity checkbox would not be shown in some cases
- Fixed Vertex Color handling in Depth/Velocity passes.
7 年前
Frédéric Vauchelles
085e9237
(wip) Refactored screen space tracing for refraction
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
Paul Melamed
d37105f2
Merge branch 'master' into decals/texture_atlas
7 年前
GitHub
de1ddf54
Fix light intensity bug which allowed negative values
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.
7 年前
Frédéric Vauchelles
8c5ec0b2
Updated changelog
7 年前
GitHub
72eb8fea
Merge pull request #1140 from Unity-Technologies/fix-fogbugz-989321
fix fogbugz 989321 - Light broken when created as "Area" light
7 年前
Felipe Lira
e42f8f63
Renamed and refactored shadowpass to improve readability
7 年前
Frédéric Vauchelles
f2621813
Fixed mip size and RT creation while computing planar convolution mip chain
7 年前
sebastienlagarde
82122b4d
fix fogbugz 989321
7 年前
Felipe Lira
a05bc76c
Remover near plane offset configuration from pipeline asset. We use the configuration set in the light itself.
7 年前
Frédéric Vauchelles
b46b3284
(wip) Added planar convolution
7 年前
sebastienlagarde
ef051016
Update default settings for planar reflection
7 年前
Felipe Lira
c2267f06
Moved shadow related code from LightweightPipeline.cs into a proper shadow pass class
7 年前
Frédéric Vauchelles
7a36ca8a
Refactored pyramid buffer processors
7 年前
sebastienlagarde
149755a5
HDRenderPipeline: Update various missing meta file
7 年前
Felipe Lira
b026c884
excluding world pos interpolater after merge
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
Frédéric Vauchelles
69d0037d
Updated UI for planar reflection
7 年前
GitHub
5854bde8
Merge pull request #1138 from Unity-Technologies/Branch_HideDebugExposure
Hide debug exposure entry when no related debug mode is enabled.
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
Aleksandr Kirillov
be56a0c2
Fixed spotlights in LW PBR.
7 年前
GitHub
a022b93b
Merge pull request #1139 from Unity-Technologies/feature/PyramidBuffer
Restored sky lighting override mask
7 年前
GitHub
5e57070a
Merge pull request #1134 from Unity-Technologies/lw/fix_shadergraph
Shadergraph fix for LW PBR template
7 年前
Frédéric Vauchelles
04e13257
Added TileLayout utilities
7 年前
Aleksandr Kirillov
fa774db9
Refactored some leftovers missed in the previous refactor. (SampleSpecularGloss)
7 年前
Frédéric Vauchelles
6a09cec1
Restored sky lighting override mask
7 年前