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Julien Ignace d4b9dd15 Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting. 7 年前
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Camera - Updated ShadowsTest scene with a setup of cameras. 7 年前
Debugging - Updated ShadowsTest scene with a setup of cameras. 7 年前
Editor Merge branch 'metal' into classicDeferredMobile 8 年前
Inputs - Updated ShadowsTest scene with a setup of cameras. 7 年前
Resources merged master 8 年前
ShaderGenerator create new branch from stable place of classicDeferredMobile and cherry pick all previous commits since history got corrupted somewhere 7 年前
ShaderLibrary Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting. 7 年前
Shadow Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting. 7 年前
Camera.meta Add LW SRP into material graph 7 年前
CommandBufferPool.cs [gc]Convert to pooling 7 年前
CommandBufferPool.cs.meta Add LW SRP into material graph 7 年前
Debugging.meta Add LW SRP into material graph 7 年前
Editor.meta Material Upgrader support first pass 8 年前
Inputs.meta Update lightweight pipeline / SRP version 7 年前
Resources.meta Add LW SRP into material graph 7 年前
SceneRenderPipeline.cs Add LW SRP into material graph 7 年前
SceneRenderPipeline.cs.meta Add LW SRP into material graph 7 年前
ShaderGenerator.meta Shader generator 8 年前
ShaderLibrary.meta First set of files 8 年前
Shadow.meta Update lightweight pipeline / SRP version 7 年前
ShadowIncludes.inl Convert absolute paths to relative paths in shader includes 7 年前
ShadowIncludes.inl.meta Add LW SRP into material graph 7 年前
Singleton.cs fix formatting 8 年前
Singleton.cs.meta Add LW SRP into material graph 7 年前
TextureCache.cs fix scene change issues when using NO_CUBE_ARRAY (grab from filips change on metal branch) 7 年前
TextureCache.cs.meta throwing in fptl project 8 年前
TextureSettings.cs - Cleaned up CommonSettings from Cascaded parameters which are now in the light. 8 年前
TextureSettings.cs.meta More work 8 年前