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Refactor shadow caching system #554
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Merged
sebastienlagarde
merged 46 commits into
HDRP/staging
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HDRP/refactor-shadow-caching-system
May 22, 2020
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0059c70
Very debuggy code just start nothing functional or usable yet.
FrancescoC-unity 8154bb4
remove old cached stuff (not finished, need switch branch)
FrancescoC-unity 80a940d
revert wrongful commit
FrancescoC-unity 487b3f3
A bit of restructuring
FrancescoC-unity 1703f6b
A good point as any to sync up
FrancescoC-unity ff40c80
sync
FrancescoC-unity 6769905
Move from old repo...
FrancescoC-unity d8695e5
fix regression
FrancescoC-unity f48b46a
Handle case in which shadow doesn't fit
FrancescoC-unity 4aba20b
leftover not committed
FrancescoC-unity 78cbfd8
Fix some issues with culling of point lights from the
FrancescoC-unity 73bc818
preliminary support for cascaded shadows
FrancescoC-unity 85d6d75
Fix some issue with the directional
FrancescoC-unity f1566c9
Subshadow update
FrancescoC-unity d0d7e7d
Add some guards, some debug and the new C++ api for infinite bounds
FrancescoC-unity a357b98
Some UI for the resolution
FrancescoC-unity fe0589d
Merge branch 'HDRP/staging' into HDRP/refactor-shadow-caching-system …
FrancescoC-unity 68194d0
Fix merge issues
FrancescoC-unity b46c323
Update debug cs.hlsl
FrancescoC-unity 1e48577
Render graph stuff and some leftover removal
FrancescoC-unity 90b3c11
micro cleanup
FrancescoC-unity cf5346b
Fix behaviour when defragging and excess lights are there
FrancescoC-unity d2a8a7d
Public API
FrancescoC-unity 64b7151
Remove dbg names
FrancescoC-unity ab8428e
Bug on debug view of area atlas
FrancescoC-unity d320421
Missing field on new PCSS signature for directional
FrancescoC-unity 2e3d1f2
More public API
FrancescoC-unity 0b2c79b
Refresh cached shadows on resolution changes.
FrancescoC-unity 89acc00
Merge branch 'HDRP/staging' into HDRP/refactor-shadow-caching-system
FrancescoC-unity 3cea555
merge conflicts patchup
FrancescoC-unity f28f392
Fix missing shadows on normal shadows
FrancescoC-unity 751c11a
Small cleanup and turning positive the doesn'tHavePlacement
FrancescoC-unity 9419c02
Fix case on switching light type and issue with non-rectangle area li…
FrancescoC-unity f765fbf
tentative fix for error on build
FrancescoC-unity f05e39d
Debug logging
FrancescoC-unity a7cac1c
update naming of debug
FrancescoC-unity 45c706d
Fix issue with double inclusion
FrancescoC-unity 0d177c8
DOCS
FrancescoC-unity 709a723
upgrade guide
FrancescoC-unity 97ecd8f
Merge branch 'HDRP/staging' into HDRP/refactor-shadow-caching-system
FrancescoC-unity 4c19ac4
post merge fixups
FrancescoC-unity ba72963
leftover comment
FrancescoC-unity be80680
changelog
FrancescoC-unity ce9d867
Doc changes in upgrade guide
FrancescoC-unity 0aff2be
have print debug info only in editor
FrancescoC-unity 92d58f5
Merge branch 'HDRP/staging' into HDRP/refactor-shadow-caching-system
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if we do that we will allocate more memory for title, even if they don't use cached shadow.
I am wondering if we should have a default of 0 (so no allocation) and a message on light that say that atlas is 0 if someone use onEnable, or a warning somewhere in the editor when we try to allocate a cached shadow and it doesn't fit in the atlas?
I am a bit worryed by all the wasted memory we have with all the atlas that we have: )
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Doing this would break all existing projects using the cached shadows though :(
I guess a message on the light can be done, but then people need to go on the light to see the issue.
We cannot put anything in log without it being a spam and I thought we were not allow to spam warnings every frame.