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Thomas 17672cc3 Added a bunch of useful color functions to Core 7 年前
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API Missing API update for gather red/green/blue 7 年前
Sampling ShaderLibrary: Move Sampling and sequence file into a Sampling folder (to clean a bit the directory) 7 年前
Shadow Merge branch 'master' into LightweightPipeline 7 年前
API.meta First set of files 8 年前
AreaLighting.hlsl Optimize area lights a bit 7 年前
AreaLighting.hlsl.meta HDRenderLoop: Add area light support, first draft 8 年前
BC6H.hlsl Merge pull request #614 from Unity-Technologies/feature/realtimeCubemapBC6H 7 年前
BC6H.hlsl.meta (wip) Added BC6H fast encode 7 年前
BSDF.hlsl Optimize anisotropic GGX 7 年前
BSDF.hlsl.meta First set of files 8 年前
Color.hlsl Added a bunch of useful color functions to Core 7 年前
Color.hlsl.meta First set of files 8 年前
Common.hlsl HDRenderPipeline: Add xboxone support 7 年前
Common.hlsl.meta First set of files 8 年前
CommonLighting.hlsl Make it work in full forward, fix other compil issue. Disney/Jimenez ok, transmission not working 7 年前
CommonLighting.hlsl.meta Update ShaderLibrary and UnityStandard code 8 年前
CommonMaterial.hlsl Merge remote-tracking branch 'refs/remotes/origin/master' into Support-forward-SSS 7 年前
CommonMaterial.hlsl.meta HDRenderLoop: Move file/create file/Rename stuff - Related to lighting and shadow 8 年前
CommonShadow.hlsl HDRenderLoop: Move file/create file/Rename stuff - Related to lighting and shadow 8 年前
CommonShadow.hlsl.meta HDRenderLoop: Move file/create file/Rename stuff - Related to lighting and shadow 8 年前
Debug.hlsl [Format]Reformat via format.pl to match the new conventions 8 年前
Debug.hlsl.meta HDRenderLoop: Add automatic support for material propery debug 8 年前
EntityLighting.hlsl merge unity 2017.3 7 年前
EntityLighting.hlsl.meta HDRenderLoop: Add LightProbe + ProbeVolume support (not tested) 8 年前
GeometricTools.hlsl Set edge tess factors of edges outside the main view to 1 7 年前
GeometricTools.hlsl.meta First set of files 8 年前
ImageBasedLighting.hlsl ShaderLibrary: Move Sampling and sequence file into a Sampling folder (to clean a bit the directory) 7 年前
ImageBasedLighting.hlsl.meta HDRenderLoop; start support of reflection probe 8 年前
Macros.hlsl Replace all sampler macros with SAMPLER 7 年前
Macros.hlsl.meta HDRenderPipeline: Add ColorMask0 to depth and shadow pass 7 年前
NormalSurfaceGradient.hlsl Refactor math constant defines 7 年前
NormalSurfaceGradient.hlsl.meta Add LW SRP into material graph 7 年前
Packing.hlsl shaderLibrary: Optimize UnpackNormalOctEncode 7 年前
Packing.hlsl.meta First set of files 8 年前
PerPixelDisplacement.hlsl Remove maxHeight from the POM code, not needed 7 年前
PerPixelDisplacement.hlsl.meta Add LW SRP into material graph 7 年前
QuaternionMath.hlsl HDRenderLoop: Add code to init texture one time at the launch of the loop 8 年前
QuaternionMath.hlsl.meta First set of files 8 年前
Random.hlsl Add LW SRP into material graph 7 年前
Random.hlsl.meta Add LW SRP into material graph 7 年前
Refraction.hlsl HDRenderPipeline: Remove unused code 7 年前
Refraction.hlsl.meta Refactored refraction code with cubemap support 7 年前
SHMath.hlsl HDRenderLoop: Add code to init texture one time at the launch of the loop 8 年前
SHMath.hlsl.meta First set of files 8 年前
Sampling.meta ShaderLibrary: Move Sampling and sequence file into a Sampling folder (to clean a bit the directory) 7 年前
Shadow.meta Add LW SRP into material graph 7 年前
SpaceFillingCurves.hlsl Dispatch the SSS CS in 4x swizzled 16x16 groups per a 32x32 macrotile 7 年前
SpaceFillingCurves.hlsl.meta Add LW SRP into material graph 7 年前
Tessellation.hlsl Global rename 7 年前
Tessellation.hlsl.meta Add LW SRP into material graph 7 年前
VolumeRendering.hlsl Refactor math constant defines 7 年前
VolumeRendering.hlsl.meta Add LW SRP into material graph 7 年前
Wind.hlsl Replace all sampler macros with SAMPLER 7 年前
Wind.hlsl.meta Add LW SRP into material graph 7 年前