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80d748f5
Add light linking support ( #1758 )
* HDRP: Add support of light layering for forward (first draft)
TODO:
- Test instancing
- Check perf
- add an option to disable light layer support + in frameSettings
- add deferred rendering support (mean add an optional extra GBuffer)
* Add LightLinking support (version 1 - compile)
This PR add support of LightLayers feature.
To use it, setup mask renderingLayers on renderers and LightLayers on a lights. If a logical and of both give a non 0 value, the light is apply, otherwise it isn't.
This mean that by default LightLayers is 1 and RenderingLayers is 1. Then user can say LightLayers is only 2 and it will only affect renderingLayers with 2 or 3 mask value.
LightLayers require an extra GBuffer in deferred, mean it have extra bandwidth and memory cost.
LightLayers once enabled in HDRPAsset with SupportLightLayers can be control by FrameSettings. Mean a camera can enable extra RT only for an in game cinematic.
This PR refactor...
6 年前
..
ApplyDistorsion.compute
Add light linking support (#1758)
6 年前
ApplyDistorsion.compute.meta
Prototype for distorstion
7 年前
Blit.shader
Run code formatter.
7 年前
Blit.shader.meta
Fixed gaussian pyramid first blit (point -> bilinear filtering)
7 年前
BufferPyramid.cs
Run code formatter.
7 年前
BufferPyramid.cs.meta
Merge all pyramid code into a single file
7 年前
BufferPyramidProcessor.cs
Run code formatter.
7 年前
BufferPyramidProcessor.cs.meta
Refactored pyramid buffer processors
7 年前
CameraMotionVectors.shader
Fix for shader include paths for external shaders (not in Asset folder)
7 年前
CameraMotionVectors.shader.meta
Added motion vectors support; Refactored HDCamera
8 年前
ColorPyramid.compute
Re-added modified files for Switch without BOM.
7 年前
ColorPyramid.compute.meta
Full screen color pyramid
7 年前
CopyDepthBuffer.shader
Fixup texture format mismatches for Metal on iOS
6 年前
CopyDepthBuffer.shader.meta
Missing files
7 年前
CopyStencilBuffer.shader
Re-added modified files for Switch without BOM.
7 年前
CopyStencilBuffer.shader.meta
Move SSS files, move code to Subsurface manager
7 年前
DebugFont.tga
Update font bitmap
7 年前
DebugFont.tga.meta
Update font debug code, support char, int and float
7 年前
DecalGizmo.png
Add icon for decal component
7 年前
DecalGizmo.png.meta
Add icon for decal component
7 年前
Default Diffusion Profile Settings.asset
HDRenderPipeline: Update all materials
7 年前
Default Diffusion Profile Settings.asset.meta
Rename SubsurfaceScattering Settings/Editor to DiffusionProfile + various file renaming/moving
7 年前
DefaultAmbientOcclusionSettings.asset
HDRenderPipeline: Finish to fix issue with AO
8 年前
DefaultAmbientOcclusionSettings.asset.meta
HDRenderPipeline: Finish to fix issue with AO
8 年前
DefaultHDDecalMaterial.mat
First version of a material upgrader system (With upgrade for EmissiveColor)
7 年前
DefaultHDDecalMaterial.mat.meta
Add default decal material + add support dbuffer on lit material
7 年前
DefaultHDMaterial.mat
First version of a material upgrader system (With upgrade for EmissiveColor)
7 年前
DefaultHDMaterial.mat.meta
HDRenderPipeline: Add default material for HDRenderPipeline
8 年前
DefaultHDMirrorMaterial.mat
First version of a material upgrader system (With upgrade for EmissiveColor)
7 年前
DefaultHDMirrorMaterial.mat.meta
Misc various improvement
7 年前
DefaultSkybox.exr
add a bunch of small test scenes
8 年前
DefaultSkybox.exr.meta
HDRenderPipeline: Update sky editor
7 年前
DepthPyramid.compute
Fix DepthPyramid.compute
7 年前
DepthPyramid.compute.meta
Added refraction, roughness refraction and transparency absorption
7 年前
Disc.FBX
Added sync for light intesity, color and size for emissive mesh
6 年前
Disc.FBX.meta
Added sync for light intesity, color and size for emissive mesh
6 年前
HDRenderPipelineResources.asset
Refactor of constant buffers in HDRP
6 年前
HDRenderPipelineResources.asset.meta
Various fix: shader path update + recreate RenderPipelineResources
7 年前
Quad.FBX
Added sync for light intesity, color and size for emissive mesh
6 年前
Quad.FBX.meta
Added sync for light intesity, color and size for emissive mesh
6 年前
RenderPipelineResources.cs
Changing flie DeferredDirectionalShadow to ScreenSpaceShadow
7 年前
RenderPipelineResources.cs.meta
various changes to the HD renderloop to match the preview camera changes
8 年前
Sphere.FBX
Added sync for light intesity, color and size for emissive mesh
6 年前
Sphere.FBX.meta
Added sync for light intesity, color and size for emissive mesh
6 年前