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目录树:
291d6a77
/main
/scriptablerenderloop-materialgraph
/batch_rendering
/vr_sandbox
/Branch_Batching2
/mikko-renderpass
/fptl_cleanup
/vr_fptl_sandbox
/Branch_batcher
/MobileDeferredRenderPass
/vr_api_testbed
/RenderPassXR_Sandbox
/classicDeferredMobile
/EnableVulkanAndES3
/OnTileRenderPass2
/sample_game
/culling
/OTDRP-develop
/Add-support-for-light-specular-color-tint
/stochastic_alpha_test
/Yibing-Project-2
/xr-hdrp-rt-test
/system-shock-transitional-shader
/feature-runtimeTextureCache
/shader-library-include-paths
/asmdef
/namespace
/feature-ReflectionProbeFit
/prototype-decals
/DrawSettings
/projects-TheLastStand
/iridesence
/lw-nolightlist
/Add-physical-light-unity-support
/LightweightPipelineExperimental
/switch_support
/feature-ScreenSpaceProjection
/use-roughness
/LW-BakedIndirect
/Branch_FixObjectMotion
/srp_batcher
/LW-LightOptimizations
/Branch_ScriptableCulling
/LW-LowEnd
/feature-ReflectionProbeBaking
/Improve-shader-generator
/improve-shader-generator-data
/2018.1
/lwr-xr-shader-fixes-sandbox
/uifoldout-fix
/lw-callbacktests
/lwrp-xr-sssm-DrawProc
/lwrp-xr-tim-hacks
/ss3HDRP
/build-automation
/HDRP_SurfaceShader
/tag-1.1.0-beta
/xr-hdrp-pyramids
/lw-bias_per_cascade
/040SimpleLighting
/lw-tangentspacelightingtest
/Lux-for-HDRI
/HDRP_GraphicTests
/projects-system-shock-2018.1
/Change-cluster-Tile-to-dynamic-branch
/Reduce-shader-variant
/lw-shadow-optimization
/LW-DistortionPass
/lw-shader-optimization
/Branch_RemoveCascadeBordersInUI
/Branch_EnableLastSplitFade
/Branch_DebugExposure
/Documentation
/lw-bugfixes
/Branch_DebugExposure2
/Branch_DebugWindowFix
/lw-shadow-keyword
/backport-shader-optimization
/tag-1.1.4-preview
/StackLitWork
/tag-1.1.5-preview
/tag-1.1.6-preview
/stacklit
/StackLit2
/hdrp-staging
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2018.1.0f2
SRP_0.1.25
Unity-2017.3.0b10
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ScriptableRenderPipeline
/
ScriptableRenderPipeline
/
Core
/
ShaderLibrary
文件历史
sebastienlagarde
1a5807f3
Missing API update for gather red/green/blue
7 年前
..
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
ShaderLibrary: Update YCoCg function in color.hlsl
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