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Filip Iliescu d1175b8d branch from classicDeferredMobile to add new render target functionality from Unity branch graphics/renderpass/staging 8 年前
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ClassicDeferredTest spot and point lights now render their geometry with front face culling and greater ztest if near clip is intersected, rather than fullscreen quad. 8 年前
Materials branch from classicDeferredMobile to add new render target functionality from Unity branch graphics/renderpass/staging 8 年前
Model implement reflection probes using on-chip deferred mechanism for tiled mobile GPUs. WIP 8 年前
Scripts fix shadow settings and add a sun script to see shadows move based on time of day 8 年前
ClassicDeferredPipeline.asset fixed shadows 8 年前
ClassicDeferredPipeline.asset.meta initial port of Classic OnChip Deferred Mobile Renderloop based on exisitng standard and deferred shaders from built-in renderloops with new shadows. 8 年前
ClassicDeferredTest.meta working reflection probes. next I need to make them work on-chip ao there is no offscreen resolve and blend 8 年前
ClassicDeferredTest.unity branch from classicDeferredMobile to add new render target functionality from Unity branch graphics/renderpass/staging 8 年前
ClassicDeferredTest.unity.meta initial port of Classic OnChip Deferred Mobile Renderloop based on exisitng standard and deferred shaders from built-in renderloops with new shadows. 8 年前
Materials.meta initial port of Classic OnChip Deferred Mobile Renderloop based on exisitng standard and deferred shaders from built-in renderloops with new shadows. 8 年前
Model.meta initial port of Classic OnChip Deferred Mobile Renderloop based on exisitng standard and deferred shaders from built-in renderloops with new shadows. 8 年前
Scripts.meta fix shadow settings and add a sun script to see shadows move based on time of day 8 年前