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Paul Melamed ac77aad6 For opaques use decal diffuse alpha for all channels. 7 年前
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ShaderPass Merge pull request #848 from Unity-Technologies/prototype/decals_premult_alpha 7 年前
DBufferManager.cs fix texture lod selection for clustered decals 7 年前
DBufferManager.cs.meta Missing files 7 年前
Decal.cs Merge branch 'master' into decals/clustered 7 年前
Decal.cs.hlsl Revert modification of lightdefinition for envlight 7 年前
Decal.cs.hlsl.meta HDRenderPipeline decals: Addressed PR feedback 7 年前
Decal.cs.meta HDRenderPipeline decals: Addressed PR feedback 7 年前
Decal.hlsl fix texture lod selection for clustered decals 7 年前
Decal.hlsl.meta HDRenderPipeline decals: Addressed PR feedback 7 年前
Decal.shader Rename HDPipeline => HDRenderPipeline + Fix issue with decal.shader 7 年前
Decal.shader.meta HDRenderPipeline decals: Addressed PR feedback 7 年前
DecalData.hlsl For opaques use decal diffuse alpha for all channels. 7 年前
DecalData.hlsl.meta HDRenderPipeline decals: Addressed PR feedback 7 年前
DecalProperties.hlsl passing normalToWorld in material block properties 7 年前
DecalProperties.hlsl.meta HDRenderPipeline decals: Addressed PR feedback 7 年前
DecalUtilities.hlsl For opaques use decal diffuse alpha for all channels. 7 年前
DecalUtilities.hlsl.meta HDRenderPipeline decals: Addressed PR feedback 7 年前
ShaderPass.meta HDRenderPipeline decals: Addressed PR feedback 7 年前