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Felipe Lira 38a9956f Due to target hardware restrictions (ALU/bandwidth) LD won't support the same standard shader workflow. Instead a specular limited will be available. 8 年前
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Editor Upgrade mateiral upgrader to suit LDRenderLoop needs. 8 年前
LowEndRenderLoopScene Created base setup to support both metallic and specular in LDPipeline 8 年前
LowEndRenderLoopVikingVillage Added 4 tap shadowmap filtering. 8 年前
Materials Due to target hardware restrictions (ALU/bandwidth) LD won't support the same standard shader workflow. Instead a specular limited will be available. 8 年前
Shaders Due to target hardware restrictions (ALU/bandwidth) LD won't support the same standard shader workflow. Instead a specular limited will be available. 8 年前
Textures Added Fog 8 年前
Editor.meta Add LW SRP into material graph 7 年前
LDMaterialInspector.cs Due to target hardware restrictions (ALU/bandwidth) LD won't support the same standard shader workflow. Instead a specular limited will be available. 8 年前
LDMaterialInspector.cs.meta Due to target hardware restrictions (ALU/bandwidth) LD won't support the same standard shader workflow. Instead a specular limited will be available. 8 年前
LowEndPipeline.asset Added the "RenderPipeline" shader tag. moved all settings from QualitySettings to Pipeline asset. 8 年前
LowEndPipeline.asset.meta LowEndMobile Pipeline - Added Shadows. 8 年前
LowEndRenderLoopScene.meta Add LW SRP into material graph 7 年前
LowEndRenderLoopScene.unity Due to target hardware restrictions (ALU/bandwidth) LD won't support the same standard shader workflow. Instead a specular limited will be available. 8 年前
LowEndRenderLoopScene.unity.meta LowEndMobile Pipeline - Added Shadows. 8 年前
LowEndRenderLoopVikingVillage.meta Added 4 tap shadowmap filtering. 8 年前
LowEndRenderLoopVikingVillage.unity Upgrade mateiral upgrader to suit LDRenderLoop needs. 8 年前
LowEndRenderLoopVikingVillage.unity.meta Added 4 tap shadowmap filtering. 8 年前
LowEndRenderPipeline.cs Due to target hardware restrictions (ALU/bandwidth) LD won't support the same standard shader workflow. Instead a specular limited will be available. 8 年前
LowEndRenderPipeline.cs.meta LowEndMobile Pipeline - Added Shadows. 8 年前
Materials.meta Add LW SRP into material graph 7 年前
SetResolutionScript.cs Added 4 tap shadowmap filtering. 8 年前
SetResolutionScript.cs.meta Added 4 tap shadowmap filtering. 8 年前
Shaders.meta Created base setup to support both metallic and specular in LDPipeline 8 年前
Textures.meta Add LW SRP into material graph 7 年前