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ScriptableRenderPipeline
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1ba9429f
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/OTDRP-develop
/Add-support-for-light-specular-color-tint
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/Yibing-Project-2
/xr-hdrp-rt-test
/system-shock-transitional-shader
/feature-runtimeTextureCache
/shader-library-include-paths
/asmdef
/namespace
/feature-ReflectionProbeFit
/prototype-decals
/DrawSettings
/projects-TheLastStand
/iridesence
/lw-nolightlist
/Add-physical-light-unity-support
/LightweightPipelineExperimental
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/LW-BakedIndirect
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/build-automation
/HDRP_SurfaceShader
/tag-1.1.0-beta
/xr-hdrp-pyramids
/lw-bias_per_cascade
/040SimpleLighting
/lw-tangentspacelightingtest
/Lux-for-HDRI
/HDRP_GraphicTests
/projects-system-shock-2018.1
/Change-cluster-Tile-to-dynamic-branch
/Reduce-shader-variant
/lw-shadow-optimization
/LW-DistortionPass
/lw-shader-optimization
/Branch_RemoveCascadeBordersInUI
/Branch_EnableLastSplitFade
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/Documentation
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/lw-shadow-keyword
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/tag-1.1.4-preview
/StackLitWork
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/tag-1.1.6-preview
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/StackLit2
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3 次代码提交 (1ba9429f-b425-460e-a23a-36424f4ed72b)
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Felipe Lira
11a8a1a4
MaterialUpgrader for Mobile to LDRenderPipeline and small changes to allow gloss & shineness on LDRenderPipeline. Temporary workaround the issue that was causing Lightmap to crash unity.
8 年前
Felipe Lira
9f7c7922
Added custom shader material to set correctly shader keywords for LRRenderPipeline.
8 年前
Felipe Lira
00dbd214
Added options to use specular from base map and to choose wheter to use glossines from diffuse alpha (specular mask) or specular texture.
8 年前