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Julien Ignace 60566108 Properly implemented Depth pre-pass in HDRP for Alpha tested geometry (do pre-pass with clip in the shader and then main pass without to avoid bypassing HiZ on GCN hardware) 7 年前
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Editor Merge pull request #396 from Unity-Technologies/specular-occlusion 7 年前
Resources HDRenderPipeline: Fix various warning in csharp and shader 7 年前
SSSProfile Merge pull request #370 from Unity-Technologies/Add-clear-coat 7 年前
ShaderPass Merge pull request #415 from Unity-Technologies/Branch_FixDepthPassNormal 7 年前
Editor.meta HDRenderLoop: Move editor thing in editor directory to be able to build a player 8 年前
Lit.cs Some code clean 7 年前
Lit.cs.hlsl Some code clean 7 年前
Lit.cs.hlsl.meta HDRenderLoop: Add automatic support for material propery debug 8 年前
Lit.cs.meta HDRenderLoop: Add automatic support for material propery debug 8 年前
Lit.hlsl Last missing bit... For real this time. 7 年前
Lit.hlsl.meta HDRenderLoop Rename DisneyGGX to Li and convert to whitesapce convention 8 年前
Lit.shader Properly implemented Depth pre-pass in HDRP for Alpha tested geometry (do pre-pass with clip in the shader and then main pass without to avoid bypassing HiZ on GCN hardware) 7 年前
Lit.shader.meta HDRenderLoop: Plenty of stuff + Meta pass renaming + Depth pass 8 年前
LitData.hlsl Properly implemented Depth pre-pass in HDRP for Alpha tested geometry (do pre-pass with clip in the shader and then main pass without to avoid bypassing HiZ on GCN hardware) 7 年前
LitData.hlsl.meta HDRenderLoop: Plenty of stuff + Meta pass renaming + Depth pass 8 年前
LitDataInternal.hlsl Properly implemented Depth pre-pass in HDRP for Alpha tested geometry (do pre-pass with clip in the shader and then main pass without to avoid bypassing HiZ on GCN hardware) 7 年前
LitDataInternal.hlsl.meta HDRenderPipeline: First draft of tesselation (not compiling) 8 年前
LitProperties.hlsl Fix issue with last merge + make bent normal work 7 年前
LitProperties.hlsl.meta HDRenderPipeline: Move shader properties to a dedicated include file (request from demo team) 8 年前
LitReference.hlsl First draft for aniso as materialId 7 年前
LitReference.hlsl.meta HDRenderPipeline: Split reference code of lit shaders to increase readability 7 年前
LitTessellation.hlsl During shadow passes, objects outside the main view frustum are now longer tessellated (tessellation factor set to 1.0). 8 年前
LitTessellation.hlsl.meta HDRenderPipeline: First draft of tesselation (not compiling) 8 年前
LitTessellation.shader Properly implemented Depth pre-pass in HDRP for Alpha tested geometry (do pre-pass with clip in the shader and then main pass without to avoid bypassing HiZ on GCN hardware) 7 年前
LitTessellation.shader.meta HDRenderPipeline: First draft of tesselation (not compiling) 8 年前
LtcData.DisneyDiffuse.cs HDRenderPipeline: Change material framework 8 年前
LtcData.DisneyDiffuse.cs.meta Update LTC LUT data 8 年前
LtcData.GGX.cs HDRenderPipeline: Change material framework 8 年前
LtcData.GGX.cs.meta Update LTC LUT data 8 年前
PatchStandardShaderToNewNamingConvention.cginc [Format]Reformat via format.pl to match the new conventions 8 年前
PatchStandardShaderToNewNamingConvention.cginc.meta more property conversions, light intensity conversion, shader LOD toggle, sample shader (WIP), standard specular conversion (WIP) 8 年前
Resources.meta HDRenderLoop: Loop now work in standalone win64 player 8 年前
SSSProfile.meta HDRenderPipeline: Improve transmittance with wrap lighitng 8 年前
ShaderPass.meta HDRenderPipeline: First draft of tesselation (not compiling) 8 年前
SubsurfaceScatteringProfile.cs Created proper contextual menus to create new SceneSettings game objects and various scene settings assets. 7 年前
SubsurfaceScatteringProfile.cs.hlsl Add the old SSS model back 8 年前
SubsurfaceScatteringProfile.cs.hlsl.meta Merge branch 'disney_sss' 8 年前
SubsurfaceScatteringProfile.cs.meta Turn SSS profiles into assets (2) 8 年前