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GitHub f8f8902d Remove a redundant test 7 年前
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LightLoop Remove a redundant test 7 年前
Deferred.shader HDRenderPipeline: Add xboxone support 7 年前
Deferred.shader.meta HDRenderLoop: Lot of stuffs - try to prepare for various lighting architecture 8 年前
DeferredDirectionalShadow.compute - Moved GGX Convolution related files to Material/GGXConvolution 7 年前
DeferredDirectionalShadow.compute.meta Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting. 7 年前
Forward.hlsl HDRenderPipeline: Re-enable option to have forward opaque cluster (for MSAA) 7 年前
Forward.hlsl.meta HDRenderLoop: miss a meta file 8 年前
HDAdditionalLightData.cs HDRenderPipeline: Fix various warning + Add versionning to HDAdditionalData 7 年前
HDAdditionalLightData.cs.meta Initial ScriptableRenderLoop 8 年前
HDLightEditorUtilities.cs HDRenderPipeline: Remove dead code 7 年前
HDLightEditorUtilities.cs.meta HDRenderPipeline: Add aspet ratio / angle control for pyramid + add gizmo 7 年前
LightDefinition.cs Work around the bug with sending a boolean to a shader 7 年前
LightDefinition.cs.hlsl Work around the bug with sending a boolean to a shader 7 年前
LightDefinition.cs.hlsl.meta switched HDRenderLoop over to generated .hlsl 8 年前
LightDefinition.cs.meta Change LightingDefinition.hlsl to LightDefinition.cs 8 年前
LightEvaluation.hlsl Clean up LightEvaluation.hlsl 7 年前
LightEvaluation.hlsl.meta Move light function to LightEvaluation.hlsl file 7 年前
LightLoop.meta Renamed TilePass to LightLoop 7 年前
LightUtilities.hlsl HDRenderLoop: use a envLightSky structure to feed sky information 8 年前
LightUtilities.hlsl.meta Move InitSkyEnvLightData() to LightUtilities.hlsl 8 年前
Lighting.hlsl ShaderLibrary: Move Sampling and sequence file into a Sampling folder (to clean a bit the directory) 7 年前
Lighting.hlsl.meta Very minimal loop done, display red shader 8 年前
ReflectionProbeCache.cs Merge master 7 年前
ReflectionProbeCache.cs.meta Missing files 7 年前