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Original file line number Diff line number Diff line change
Expand Up @@ -565,20 +565,20 @@ PlayerSettings:
webGLThreadsSupport: 0
webGLDecompressionFallback: 0
scriptingDefineSymbols:
1: LWRP_DEBUG_STATIC_POSTFX
4: LWRP_DEBUG_STATIC_POSTFX
7: LWRP_DEBUG_STATIC_POSTFX
13: LWRP_DEBUG_STATIC_POSTFX
14: LWRP_DEBUG_STATIC_POSTFX
18: LWRP_DEBUG_STATIC_POSTFX
19: LWRP_DEBUG_STATIC_POSTFX
21: LWRP_DEBUG_STATIC_POSTFX
23: LWRP_DEBUG_STATIC_POSTFX
25: LWRP_DEBUG_STATIC_POSTFX
26: LWRP_DEBUG_STATIC_POSTFX
27: LWRP_DEBUG_STATIC_POSTFX
28: LWRP_DEBUG_STATIC_POSTFX
29: LWRP_DEBUG_STATIC_POSTFX
1: LWRP_DEBUG_STATIC_POSTFX;ENABLE_POINT_LIGHT_SHADOWS
4: LWRP_DEBUG_STATIC_POSTFX;ENABLE_POINT_LIGHT_SHADOWS
7: LWRP_DEBUG_STATIC_POSTFX;ENABLE_POINT_LIGHT_SHADOWS
13: LWRP_DEBUG_STATIC_POSTFX;ENABLE_POINT_LIGHT_SHADOWS
14: LWRP_DEBUG_STATIC_POSTFX;ENABLE_POINT_LIGHT_SHADOWS
18: LWRP_DEBUG_STATIC_POSTFX;ENABLE_POINT_LIGHT_SHADOWS
19: LWRP_DEBUG_STATIC_POSTFX;ENABLE_POINT_LIGHT_SHADOWS
21: LWRP_DEBUG_STATIC_POSTFX;ENABLE_POINT_LIGHT_SHADOWS
23: LWRP_DEBUG_STATIC_POSTFX;ENABLE_POINT_LIGHT_SHADOWS
25: LWRP_DEBUG_STATIC_POSTFX;ENABLE_POINT_LIGHT_SHADOWS
26: LWRP_DEBUG_STATIC_POSTFX;ENABLE_POINT_LIGHT_SHADOWS
27: LWRP_DEBUG_STATIC_POSTFX;ENABLE_POINT_LIGHT_SHADOWS
28: LWRP_DEBUG_STATIC_POSTFX;ENABLE_POINT_LIGHT_SHADOWS
29: LWRP_DEBUG_STATIC_POSTFX;ENABLE_POINT_LIGHT_SHADOWS
platformArchitecture: {}
scriptingBackend: {}
il2cppCompilerConfiguration: {}
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3 changes: 0 additions & 3 deletions com.unity.render-pipelines.universal/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -5,9 +5,6 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).

## [11.0.0] - 2020-10-21
### Added
- Added real-time Point Light Shadows.

### Added
- Added a supported MSAA samples count check, so the actual supported MSAA samples count value can be assigned to RenderTexture descriptors.
- Added the TerrainCompatible SubShader Tag. Use this Tag in your custom shader to tell Unity that the shader is compatible with the Terrain system.
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Original file line number Diff line number Diff line change
Expand Up @@ -27,12 +27,19 @@ class Styles
public readonly GUIContent DisabledLightWarning = EditorGUIUtility.TrTextContent("Lighting has been disabled in at least one Scene view. Any changes applied to lights in the Scene will not be updated in these views until Lighting has been enabled again.");
public readonly GUIContent SunSourceWarning = EditorGUIUtility.TrTextContent("This light is set as the current Sun Source, which requires a directional light. Go to the Lighting Window's Environment settings to edit the Sun Source.");

#if ENABLE_POINT_LIGHT_SHADOWS
#else
// Temporarily disable Point Light Shadows until feature OK from Product perspective
public readonly GUIContent ShadowsNotSupportedWarning = EditorGUIUtility.TrTextContent("Realtime shadows for point lights are not supported. Either disable shadows or set the light mode to Baked.");
#endif

public static readonly GUIContent ShadowRealtimeSettings = EditorGUIUtility.TrTextContent("Realtime Shadows", "Settings for realtime direct shadows.");
public static readonly GUIContent ShadowStrength = EditorGUIUtility.TrTextContent("Strength", "Controls how dark the shadows cast by the light will be.");
public static readonly GUIContent ShadowNearPlane = EditorGUIUtility.TrTextContent("Near Plane", "Controls the value for the near clip plane when rendering shadows. Currently clamped to 0.1 units or 1% of the lights range property, whichever is lower.");
public static readonly GUIContent ShadowNormalBias = EditorGUIUtility.TrTextContent("Normal", "Controls the distance shadow caster vertices are offset along their normals when rendering shadow maps. Currently ignored for Point Lights.");

public static GUIContent shadowBias = EditorGUIUtility.TrTextContent("Bias", "Select if the Bias should use the settings from the Pipeline Asset or Custom settings.");

public static int[] optionDefaultValues = { 0, 1 };

public static GUIContent[] displayedDefaultOptions =
Expand All @@ -55,7 +62,13 @@ class Styles
public bool areaOptionsValue { get { return typeIsSame && (lightProperty.type == LightType.Rectangle || lightProperty.type == LightType.Disc); } }

// Area light shadows not supported
#if ENABLE_POINT_LIGHT_SHADOWS
public bool runtimeOptionsValue { get { return typeIsSame && (lightProperty.type != LightType.Rectangle && !settings.isCompletelyBaked); } }
#else
// Temporarily disable Point Light Shadows until feature OK from Product perspective
public bool runtimeOptionsValue { get { return typeIsSame && (lightProperty.type != LightType.Rectangle && lightProperty.type != LightType.Point && !settings.isCompletelyBaked); } }
#endif

public bool bakedShadowRadius { get { return typeIsSame && (lightProperty.type == LightType.Point || lightProperty.type == LightType.Spot) && settings.isBakedOrMixed; } }
public bool bakedShadowAngle { get { return typeIsSame && lightProperty.type == LightType.Directional && settings.isBakedOrMixed; } }
public bool shadowOptionsValue { get { return shadowTypeIsSame && lightProperty.shadows != LightShadows.None; } }
Expand All @@ -66,6 +79,20 @@ class Styles

public bool isShadowEnabled { get { return settings.shadowsType.intValue != 0; } }

#if ENABLE_POINT_LIGHT_SHADOWS
#else
// Temporarily disable Point Light Shadows until feature OK from Product perspective
public bool realtimeShadowsWarningValue
{
get
{
return typeIsSame && lightProperty.type == LightType.Point &&
shadowTypeIsSame && isShadowEnabled &&
lightmappingTypeIsSame && !settings.isCompletelyBaked;
}
}
#endif

UniversalAdditionalLightData m_AdditionalLightData;
SerializedObject m_AdditionalLightDataSO;

Expand Down Expand Up @@ -114,11 +141,11 @@ public override void OnInspectorGUI()
// we want the fade group to stay hidden.
using (var group = new EditorGUILayout.FadeGroupScope(1.0f - m_AnimDirOptions.faded))
if (group.visible)
#if UNITY_2020_1_OR_NEWER
#if UNITY_2020_1_OR_NEWER
settings.DrawRange();
#else
#else
settings.DrawRange(m_AnimAreaOptions.target);
#endif
#endif

// Spot angle
using (var group = new EditorGUILayout.FadeGroupScope(m_AnimSpotOptions.faded))
Expand Down Expand Up @@ -312,6 +339,13 @@ void ShadowsGUI()
if (bakingWarningValue)
EditorGUILayout.HelpBox(s_Styles.BakingWarning.text, MessageType.Warning);

#if ENABLE_POINT_LIGHT_SHADOWS
#else
// Temporarily disable Point Light Shadows until feature is OK from Product perspective
if (realtimeShadowsWarningValue)
EditorGUILayout.HelpBox(s_Styles.ShadowsNotSupportedWarning.text, MessageType.Warning);
#endif

EditorGUILayout.Space();
}

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Original file line number Diff line number Diff line change
Expand Up @@ -582,6 +582,13 @@ bool IsValidShadowCastingLight(ref LightData lightData, int i)
if (shadowLight.lightType == LightType.Directional)
return false;

#if ENABLE_POINT_LIGHT_SHADOWS
#else
// Temporarily disable Point Light Shadows until feature is OK from Product perspective
if (shadowLight.lightType == LightType.Point)
return false;
#endif

Light light = shadowLight.light;
return light != null && light.shadows != LightShadows.None && !Mathf.Approximately(light.shadowStrength, 0.0f);
}
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Original file line number Diff line number Diff line change
Expand Up @@ -872,7 +872,12 @@ static void InitializeRenderingData(UniversalRenderPipelineAsset settings, ref C
Light light = visibleLights[i].light;

// UniversalRP doesn't support additional directional light shadows yet
#if ENABLE_POINT_LIGHT_SHADOWS
if ((visibleLights[i].lightType == LightType.Spot || visibleLights[i].lightType == LightType.Point) && light != null && light.shadows != LightShadows.None)
#else
// Temporarily disable Point Light Shadows until feature OK from Product perspective
if ((visibleLights[i].lightType == LightType.Spot /*|| visibleLights[i].lightType == LightType.Point*/) && light != null && light.shadows != LightShadows.None)
#endif
{
additionalLightsCastShadows = true;
break;
Expand Down