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Peter Bay Bastian b5df720c Move output selection in uber shader to an earlier place, to benefit from less register usage and early exit 7 年前
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AbstractSubGraph.cs BIG namespace refactor: UnityEngine -> UnityEditor, MaterialGraph -> ShaderGraph 7 年前
AbstractSubGraph.cs.meta Move graph things from Runtime to Editor 7 年前
AbstractSubGraphNode.cs Use GUID instead of object reference so that we can properly restore object link after assembly reload. 7 年前
AbstractSubGraphNode.cs.meta Move graph things from Runtime to Editor 7 年前
LayerWeightsOutputNode.cs BIG namespace refactor: UnityEngine -> UnityEditor, MaterialGraph -> ShaderGraph 7 年前
LayerWeightsOutputNode.cs.meta Merge branch 'exposed-prop-subgraph' 7 年前
LayeredShaderGraph.cs Move output selection in uber shader to an earlier place, to benefit from less register usage and early exit 7 年前
LayeredShaderGraph.cs.meta Merge branch 'exposed-prop-subgraph' 7 年前
MasterRemapNode.cs BIG namespace refactor: UnityEngine -> UnityEditor, MaterialGraph -> ShaderGraph 7 年前
MasterRemapNode.cs.meta Move graph things from Runtime to Editor 7 年前
MaterialSubGraphAsset.cs BIG namespace refactor: UnityEngine -> UnityEditor, MaterialGraph -> ShaderGraph 7 年前
MaterialSubGraphAsset.cs.meta [Material Graph] Sub graph / subgraph input nodes are can be added now, need to work on slots still 9 年前
SubGraph.cs BIG namespace refactor: UnityEngine -> UnityEditor, MaterialGraph -> ShaderGraph 7 年前
SubGraph.cs.meta [Material Graph] Sub graph / subgraph input nodes are can be added now, need to work on slots still 9 年前
SubGraphNode.cs Remove usage of EditorGUILayout.MiniThumbnailObjectField, so that we don't have to make it public 7 年前
SubGraphNode.cs.meta [Material Graph] Sub graph / subgraph input nodes are can be added now, need to work on slots still 9 年前
SubGraphOutputNode.cs BIG namespace refactor: UnityEngine -> UnityEditor, MaterialGraph -> ShaderGraph 7 年前
SubGraphOutputNode.cs.meta Merge branch 'exposed-prop-subgraph' 7 年前