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ScriptableRenderPipeline
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ScriptableRenderPipeline
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HDRenderPipeline
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Lighting
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TilePass
文件历史
GitHub
58da4099
Merge pull request
#442
from Unity-Technologies/feature/transparency
Feature/transparency
7 年前
..
ClusteredUtils.hlsl
minor clean up for some clustered utility functions
7 年前
ClusteredUtils.hlsl.meta
HDRenderLoop: Merge FTPL Build Light List part (tile, bigtile, cluster..)
8 年前
Deferred.compute
Correctly support light classification with precomputed lighting
7 年前
Deferred.compute.meta
reintroduced compute shader version of light evaluation code
8 年前
DeferredDirectionalShadow.compute
Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting.
7 年前
DeferredDirectionalShadow.compute.meta
Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting.
7 年前
LightingConvexHullUtils.hlsl
minor clean up
7 年前
LightingConvexHullUtils.hlsl.meta
HDRenderLoop: Reorganize LightLoop pass, move code into SinglePass.cs
8 年前
ShaderBase.hlsl
[Format]Reformat via format.pl to match the new conventions
8 年前
ShaderBase.hlsl.meta
HDRenderLoop: Merge FTPL Build Light List part (tile, bigtile, cluster..)
8 年前
ShadowContext.hlsl
Added new define to control register usage in the shadow library.
7 年前
ShadowContext.hlsl.meta
Moved shadow related files into ShaderLibrary and common to reflect their general usage.
8 年前
ShadowDispatch.hlsl
Disabled separate sampling algorithms per cascade again.
7 年前
ShadowDispatch.hlsl.meta
Moved shadow related files into ShaderLibrary and common to reflect their general usage.
8 年前
SortingComputeUtils.hlsl
[Format]Reformat via format.pl to match the new conventions
8 年前
SortingComputeUtils.hlsl.meta
HDRenderLoop: Reorganize LightLoop pass, move code into SinglePass.cs
8 年前
TilePass.cs
Merge pull request #442 from Unity-Technologies/feature/transparency
7 年前
TilePass.cs.hlsl
Added refraction, roughness refraction and transparency absorption
7 年前
TilePass.cs.hlsl.meta
HDRenderLoop: Reorganize LightLoop pass, move code into SinglePass.cs
8 年前
TilePass.cs.meta
HDRenderLoop: Push starter that doesn't compile
8 年前
TilePass.hlsl
Added refraction, roughness refraction and transparency absorption
7 年前
TilePass.hlsl.meta
HDRenderLoop: Merge FPTL - start light application
8 年前
TilePassLoop.hlsl
Added refraction, roughness refraction and transparency absorption
7 年前
TilePassLoop.hlsl.meta
HDRenderLoop: Merge FPTL - start light application
8 年前
builddispatchindirect.compute
Correctly support light classification with precomputed lighting
7 年前
builddispatchindirect.compute.meta
Moved material classification to separate pass
8 年前
cleardispatchindirect.compute
Fixed UI for Tile Debug Modes
8 年前
cleardispatchindirect.compute.meta
Fixed UI for Tile Debug Modes
8 年前
lightlistbuild-bigtile.compute
Update #includes of ShaderLibrary to new path
7 年前
lightlistbuild-bigtile.compute.meta
HDRenderLoop: Merge FTPL Build Light List part (tile, bigtile, cluster..)
8 年前
lightlistbuild-clustered.compute
minor clean up
7 年前
lightlistbuild-clustered.compute.meta
HDRenderLoop: Merge FTPL Build Light List part (tile, bigtile, cluster..)
8 年前
lightlistbuild.compute
Update #includes of ShaderLibrary to new path
7 年前
lightlistbuild.compute.meta
HDRenderLoop: Intermediate state
8 年前
materialflags.compute
Update #includes of ShaderLibrary to new path
7 年前
materialflags.compute.meta
Moved material classification to separate pass
8 年前
scrbound.compute
minor clean up
7 年前
scrbound.compute.meta
HDRenderLoop: Intermediate state
8 年前