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sebastienlagarde a40f534c Correct based on various feedback 7 年前
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API Merge branch 'master' into LightweightPipeline 7 年前
Sampling Merge pull request #705 from Unity-Technologies/Convert-shaderLibrary-to-half-float-support 7 年前
Shadow Merge pull request #705 from Unity-Technologies/Convert-shaderLibrary-to-half-float-support 7 年前
API.meta First set of files 8 年前
AreaLighting.hlsl Make the Shader Library less real 7 年前
AreaLighting.hlsl.meta HDRenderLoop: Add area light support, first draft 8 年前
BC6H.hlsl Don't convert BC6H encoding file 7 年前
BC6H.hlsl.meta (wip) Added BC6H fast encode 7 年前
BSDF.hlsl Make the Shader Library less real 7 年前
BSDF.hlsl.meta First set of files 8 年前
Color.hlsl ShaderLibrary, change REAL to real 7 年前
Color.hlsl.meta First set of files 8 年前
Common.hlsl HDRenderPipeline: minor update of ComputeTextureLOD function 7 年前
Common.hlsl.meta First set of files 8 年前
CommonLighting.hlsl Add correct handling of Fresnel0 for interface 7 年前
CommonLighting.hlsl.meta Update ShaderLibrary and UnityStandard code 8 年前
CommonMaterial.hlsl Correct based on various feedback 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 ShaderLibrary, change REAL to real 7 年前
Debug.hlsl.meta HDRenderLoop: Add automatic support for material propery debug 8 年前
EntityLighting.hlsl lightmap sample functions should return real. Fixed f on constants and DLDR typo. 7 年前
EntityLighting.hlsl.meta HDRenderLoop: Add LightProbe + ProbeVolume support (not tested) 8 年前
GeometricTools.hlsl Fix issue with tessellation and shadow 7 年前
GeometricTools.hlsl.meta First set of files 8 年前
ImageBasedLighting.hlsl HDRenderPipeline: move InfluenceFadeNormalWeight to shader library 7 年前
ImageBasedLighting.hlsl.meta HDRenderLoop; start support of reflection probe 8 年前
Macros.hlsl Update TEMPLATE_X_REAL macro to use FLT and HALF 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 Few more correction 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
QuaternionMath.hlsl ShaderLibrary, change REAL to real 7 年前
QuaternionMath.hlsl.meta First set of files 8 年前
Random.hlsl More typo fixing 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 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 ShaderLibrary, change REAL to real 7 年前
Tessellation.hlsl.meta Add LW SRP into material graph 7 年前
VolumeRendering.hlsl ShaderLibrary, change REAL to real 7 年前
VolumeRendering.hlsl.meta Add LW SRP into material graph 7 年前
Wind.hlsl Make the Shader Library less real 7 年前
Wind.hlsl.meta Add LW SRP into material graph 7 年前