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ScriptableRenderPipeline
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47818cbb
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/scriptablerenderloop-materialgraph
/batch_rendering
/vr_sandbox
/Branch_Batching2
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/Branch_batcher
/MobileDeferredRenderPass
/vr_api_testbed
/RenderPassXR_Sandbox
/classicDeferredMobile
/EnableVulkanAndES3
/OnTileRenderPass2
/sample_game
/culling
/OTDRP-develop
/Add-support-for-light-specular-color-tint
/stochastic_alpha_test
/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
/switch_support
/feature-ScreenSpaceProjection
/use-roughness
/LW-BakedIndirect
/Branch_FixObjectMotion
/srp_batcher
/LW-LightOptimizations
/Branch_ScriptableCulling
/LW-LowEnd
/feature-ReflectionProbeBaking
/Improve-shader-generator
/improve-shader-generator-data
/2018.1
/lwr-xr-shader-fixes-sandbox
/uifoldout-fix
/lw-callbacktests
/lwrp-xr-sssm-DrawProc
/lwrp-xr-tim-hacks
/ss3HDRP
/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
/Branch_DebugExposure
/Documentation
/lw-bugfixes
/Branch_DebugExposure2
/Branch_DebugWindowFix
/lw-shadow-keyword
/backport-shader-optimization
/tag-1.1.4-preview
/StackLitWork
/tag-1.1.5-preview
/tag-1.1.6-preview
/stacklit
/StackLit2
/hdrp-staging
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2018.1.0f2
SRP_0.1.25
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9 次代码提交 (47818cbb-50bd-46ce-b9a0-7f6ca0670a21)
作者
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提交日期
Felipe Lira
5ccdddfc
LowEndMobile Pipeline - Added Shadows.
8 年前
Felipe Lira
3bba2de4
Added NormalMap, Emission and Occlusion
8 年前
Felipe Lira
065244b9
Created base setup to support both metallic and specular in LDPipeline
8 年前
Felipe Lira
38a9956f
Due to target hardware restrictions (ALU/bandwidth) LD won't support the same standard shader workflow. Instead a specular limited will be available.
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
Felipe Lira
870e00ba
Refactored LowEndMobile pipeline to have constant nomeclature across all modules. Organized project strucuture for clearer reference.
8 年前
Felipe Lira
f48ff264
Further renaming to keep consistency with documentation.
8 年前
Felipe Lira
0afc0404
Fixed emission property on SimpleLightingShader. Removed Env mapping support for consistency with old legacy shader library.
7 年前