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Raymond Graham d3582088 Mipmapping support for local volume mask textures. 7 年前
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API Merge pull request #1379 from Unity-Technologies/float-half-instrisics 7 年前
Sampling Merge pull request #1225 from EvgeniiG/master 7 年前
Shadow Run code formatter. 7 年前
API.meta First set of files 8 年前
AreaLighting.hlsl Introduced new macros for flow control attributes. 7 年前
AreaLighting.hlsl.meta HDRenderLoop: Add area light support, first draft 8 年前
BC6H.hlsl Run code formatter. 7 年前
BC6H.hlsl.meta (wip) Added BC6H fast encode 7 年前
BSDF.hlsl Merge branch 'master' into Cleanup-stacklit 7 年前
BSDF.hlsl.meta First set of files 8 年前
Color.hlsl Various warning fix 7 年前
Color.hlsl.meta First set of files 8 年前
Common.hlsl Mipmapping support for local volume mask textures. 7 年前
Common.hlsl.meta First set of files 8 年前
CommonLighting.hlsl Run code formatter. 7 年前
CommonLighting.hlsl.meta Update ShaderLibrary and UnityStandard code 8 年前
CommonMaterial.hlsl Add support of Texture filtering (seems to not work yet) 7 年前
CommonMaterial.hlsl.meta HDRenderLoop: Move file/create file/Rename stuff - Related to lighting and shadow 8 年前
CommonShadow.hlsl ShaderLibrary, change REAL to real 7 年前
CommonShadow.hlsl.meta HDRenderLoop: Move file/create file/Rename stuff - Related to lighting and shadow 8 年前
Debug.hlsl Run code formatter. 7 年前
Debug.hlsl.meta HDRenderLoop: Add automatic support for material propery debug 8 年前
EntityLighting.hlsl Merge pull request #1209 from Unity-Technologies/LWRP 7 年前
EntityLighting.hlsl.meta HDRenderLoop: Add LightProbe + ProbeVolume support (not tested) 8 年前
Filtering.hlsl Fixes for cases when real != float. We need to declare both real and float variants for the functions in such cases. 7 年前
Filtering.hlsl.meta Move some files 7 年前
GeometricTools.hlsl Fix various C sharp and shader warning 7 年前
GeometricTools.hlsl.meta First set of files 8 年前
ImageBasedLighting.hlsl Merge pull request #1225 from EvgeniiG/master 7 年前
ImageBasedLighting.hlsl.meta HDRenderLoop; start support of reflection probe 8 年前
Macros.hlsl Fixes for cases when real != float. We need to declare both real and float variants for the functions in such cases. 7 年前
Macros.hlsl.meta HDRenderPipeline: Add ColorMask0 to depth and shadow pass 7 年前
NormalSurfaceGradient.hlsl ShaderLibrary, change REAL to real 7 年前
NormalSurfaceGradient.hlsl.meta Add LW SRP into material graph 7 年前
Packing.hlsl Don't normalize the normal coming from the normal map if there's no scaling possible in the shader. 7 年前
Packing.hlsl.meta First set of files 8 年前
PerPixelDisplacement.hlsl ShaderLibrary, change REAL to real 7 年前
PerPixelDisplacement.hlsl.meta Add LW SRP into material graph 7 年前
Random.hlsl Run code formatter. 7 年前
Random.hlsl.meta Add LW SRP into material graph 7 年前
Refraction.hlsl update refraction to use float3 for position 7 年前
Refraction.hlsl.meta Refactored refraction code with cubemap support 7 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 Optimize 7 年前
SpaceFillingCurves.hlsl.meta Add LW SRP into material graph 7 年前
Tessellation.hlsl Fix compilation issue with instancing and tessellation 7 年前
Tessellation.hlsl.meta Add LW SRP into material graph 7 年前
UnityInstancing.hlsl LWRP XR Single-pass Instancing and Multi-view Support 7 年前
UnityInstancing.hlsl.meta Bring over Instancing support to HDRP shaders. 7 年前
VolumeRendering.hlsl Use correct terminology: rename "asymmetry" -> "anisotropy" 7 年前
VolumeRendering.hlsl.meta Add LW SRP into material graph 7 年前
Wind.hlsl Run code formatter. 7 年前
Wind.hlsl.meta Add LW SRP into material graph 7 年前