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Julien Ignace d4b9dd15 Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting. 7 年前
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DebugDisplay.cs Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting. 7 年前
DebugDisplay.cs.hlsl Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting. 7 年前
DebugDisplay.cs.hlsl.meta HDRenderPipeline: Clean debgu settings 8 年前
DebugDisplay.cs.meta HDRenderPipeline: Clean debgu settings 8 年前
DebugDisplay.hlsl Add view mode properties for lightmap, depth offset and per pixel displacement 7 年前
DebugDisplay.hlsl.meta HDRenderPipeline: Clean debgu settings 8 年前
DebugDisplayLatlong.shader Update #includes of ShaderLibrary to new path 7 年前
DebugDisplayLatlong.shader.meta Added an option in Lighting debug to display the sky reflection probe cubemap. 8 年前
DebugFullScreen.shader Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting. 7 年前
DebugFullScreen.shader.meta Missing files 8 年前
DebugViewMaterialGBuffer.shader Update #includes of ShaderLibrary to new path 7 年前
DebugViewMaterialGBuffer.shader.meta Merge branch 'master' 8 年前
DebugViewTiles.shader Update #includes of ShaderLibrary to new path 7 年前
DebugViewTiles.shader.meta Moved debug rendering of tile lists to separate shader pass 8 年前
LightingDebugPanel.cs Moved tile debug modes into debug settings (and debug menu). 7 年前
LightingDebugPanel.cs.meta Created an override for the Lighting debug panel. 8 年前