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Tim Cooper 5c9658dd Strip shadows on / off keyword (pretend shadows are always on and use a 4x4 texture) 7 年前
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Core.hlsl Updated LW to always use ScreenSpace shadowmap. This is a safe compromise until we can strip multi_compile keywords with a c# api. 7 年前
Core.hlsl.meta Add LW SRP into material graph 7 年前
CoreFunctions.hlsl Added GetCameraPositionWS(). Converted core functions to use real. 7 年前
CoreFunctions.hlsl.meta Ported Lightweight to SRP shader library. 7 年前
Input.hlsl Merged master 7 年前
Input.hlsl.meta Added support to subtractive mixed light mode. 7 年前
InputBuiltin.hlsl Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into lwrp_batcher 7 年前
InputBuiltin.hlsl.meta Ported Lightweight to SRP shader library. 7 年前
InputSurface.hlsl Merged master 7 年前
InputSurface.hlsl.meta Added meta pass for StandardShader. 7 年前
Lighting.hlsl Strip shadows on / off keyword (pretend shadows are always on and use a 4x4 texture) 7 年前
Lighting.hlsl.meta Add LW SRP into material graph 7 年前
LightweightPassLit.hlsl Strip shadows on / off keyword (pretend shadows are always on and use a 4x4 texture) 7 年前
LightweightPassLit.hlsl.meta Update lightweight pipeline / SRP version 7 年前
LightweightPassMeta.hlsl Fixed compiler errors in LW. 7 年前
LightweightPassMeta.hlsl.meta Added meta pass for StandardShader. 7 年前
LightweightPassShadow.hlsl Fixed UNITY_REVERSED_Z check. It's always defines in SRP shader library to either 0 or 1. Fixed shadow pancaking on OGL. 7 年前
LightweightPassShadow.hlsl.meta Update lightweight pipeline / SRP version 7 年前
Particles.hlsl Converted fragment functions to use InputData struct so we can update more easily ShaderGraph template. 7 年前
Particles.hlsl.meta Ported Lightweight to SRP shader library. 7 年前
Shadows.hlsl World space position reconstruction via unprojection 7 年前
Shadows.hlsl.meta Add LW SRP into material graph 7 年前