Related Issues (20)
- Tiled Lighting: optionally skip culling for transparents
- Tiled Lighting Optimization
- WebGL: Blob Shadows are not rendering
- Add shader stripping hooks to strip unused shader variants from extensions/post-processing effects
- Screen-Space Outlines Color is not correct, use .linear when passing the color
- Native Render Pass, Android: investigate resolving MSAA directly into the framebuffer HOT 1
- Toon RP Global Settings in Projects Settings is not saved
- Android, Vulkan: Tiled Lighting is broken with pre-transform enabled
- Blob Shadows: authoring blob shadows via code
- Shader Graph: implement SHADERGRAPH_MAIN_LIGHT_DIRECTION
- Shader Graph: main light node HOT 1
- Inverted Hull Outlines: fixed screen space size does not account for aspect ratio
- Blob Shadows: split constant buffers for static and dynamic objects
- Shadow cascade time slicing
- Multiply Output by alpha in additive shaders
- Refactor Native and Fallback render passes codepaths
- Destroy Pass Materials in Dispose()
- Render Graph Migration
- Blob Shadows: make static shadow casters actually dynamic while the application is not playing
- Shader Graph: shadow receive position offset
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