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sebastienlagarde 67c1ca49 Remove UNITY_2018_2_OR_NEWER define (as we are on 2018.2) 7 年前
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Light Run code formatter. 7 年前
LightLoop Remove UNITY_2018_2_OR_NEWER define (as we are on 2018.2) 7 年前
Reflection Run code formatter. 7 年前
Volumetrics Run code formatter. 7 年前
Deferred.shader Rename _MainDepthTexture to _CameraDepthTexture (For builtin compatibility) 7 年前
Deferred.shader.meta HDRenderLoop: Lot of stuffs - try to prepare for various lighting architecture 8 年前
DeferredDirectionalShadow.compute Run code formatter. 7 年前
DeferredDirectionalShadow.compute.meta Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting. 7 年前
Forward.hlsl HDRenderPipeline: Re-enable option to have forward opaque cluster (for MSAA) 7 年前
Forward.hlsl.meta HDRenderLoop: miss a meta file 8 年前
GlobalIlluminationUtils.cs Run code formatter. 7 年前
GlobalIlluminationUtils.cs.meta Push first draft 7 年前
Light.meta Move few files for better organization 7 年前
LightDefinition.cs Run code formatter. 7 年前
LightDefinition.cs.hlsl Run code formatter. 7 年前
LightDefinition.cs.hlsl.meta switched HDRenderLoop over to generated .hlsl 8 年前
LightDefinition.cs.meta Change LightingDefinition.hlsl to LightDefinition.cs 8 年前
LightEvaluation.hlsl Fix issue with shadow mask + small optim 7 年前
LightEvaluation.hlsl.meta Move light function to LightEvaluation.hlsl file 7 年前
LightLoop.meta Renamed TilePass to LightLoop 7 年前
LightUtils.cs HD: Fix scripting part of light intensity 7 年前
LightUtils.cs.meta first draft 7 年前
Lighting.hlsl Run code formatter. 7 年前
Lighting.hlsl.meta Very minimal loop done, display red shader 8 年前
Reflection.meta [PlanarReflection] Moved reflection files in Reflection folder 7 年前
SphericalHarmonics.cs Run code formatter. 7 年前
SphericalHarmonics.cs.meta Factor out the SH code 7 年前
Volumetrics.meta Add a null VolumetricLighting shader 7 年前