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* Initial light layer support. * Updated changelog. * Auto-formatting. * Update com.unity.render-pipelines.universal/CHANGELOG.md Co-authored-by: Peter Bay Bastian <pbbastian@users.noreply.github.com> * Minor fixes. * Adjusted code to compile out IsMatchingLightLayer() when light layers are disabled (confirmed the code is compiled out on Switch). * Refactoring. Fixed small bug with gbuffer index calculation when shadowMask and lightLayers are enabled. Updated comment for unity_RenderingLayer. * Added test scenes for light layers (148_Lighting_LightLayers and 148_Lighting_LightLayers_deferred). * Formating. * Disable filtering for lightmaps. * Added 148_Lighting_LightLayers and 148_Lighting_LightLayers_deferred in list of scenes to build and test. * AdditionalLightData is now unconditionally created when OnEnable() is called, removed unecessary code to create it when light layers are enabled. * Added some reference images. * Added fake quality level that references UniversalRPAssetLightLayers.asset as a workaround for ShaderPreprocessor otherwise stripping too much. * Moved UI element for light layer mask in Light inspector. Renamed linkLightLayer for shadow to customShadowLayer. * Detect invalid platforms (GLES2) and display error message. * More reference images. * Reference images. * Wait for 2 frames before taking screenshots. This fixes the test scenes failing on Android GLES3. * Reference images. * Tweaked error message. * Removed duplicate assets. * Updated UX to match HDRP. SwapPipelineAsset file redirected to new path. * Fixed null reference in Player mode. * Update com.unity.render-pipelines.universal/Runtime/DeferredLights.cs Fixed typo in comment. Co-authored-by: Felipe Lira <felipedrl@gmail.com> * Added comment. * Moved rendering layer texture from 32 to 8 bits as currently only light layers are stored inside. * A lot of internal renaming from lightLayers to layerMask. * Hide light layers for baked lights. * Fixed formatting to pass yamato format test. * Terrain vertex lit ignores light layers (because default vertex lit code does so too). Added missing "instancing_options renderinglayer" to terrain shaders. * More missing instancing_option renderinglayer. * Temporarily sable 153_Lighting_EnlightenTerrain.unity because it is broken on iOS device with light layer shader variant addition. Co-authored-by: Peter Bay Bastian <pbbastian@users.noreply.github.com> Co-authored-by: Felipe Lira <felipedrl@gmail.com>
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