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目录树:
7e1b650c
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/Add-support-for-light-specular-color-tint
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/projects-system-shock-2018.1
/Change-cluster-Tile-to-dynamic-branch
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ScriptableRenderPipeline
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ScriptableRenderPipeline
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HDRenderPipeline
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Lighting
/
TilePass
文件历史
Evgenii Golubev
a14273a0
Factor out volumetric lighting code
7 年前
..
ClusteredUtils.hlsl
minor clean up for some clustered utility functions
7 年前
ClusteredUtils.hlsl.meta
HDRenderLoop: Merge FTPL Build Light List part (tile, bigtile, cluster..)
8 年前
Deferred.compute
Add additional shader passes + clean-up
7 年前
Deferred.compute.meta
reintroduced compute shader version of light evaluation code
8 年前
LightingConvexHullUtils.hlsl
Port Morten's orthographic FPTL changes to HDRP
7 年前
LightingConvexHullUtils.hlsl.meta
HDRenderLoop: Reorganize LightLoop pass, move code into SinglePass.cs
8 年前
ShaderBase.hlsl
[Format]Reformat via format.pl to match the new conventions
8 年前
ShaderBase.hlsl.meta
HDRenderLoop: Merge FTPL Build Light List part (tile, bigtile, cluster..)
8 年前
ShadowContext.hlsl
Modified the ShadowContext declaration macro. Only code for slots that are not zero will be generated.
8 年前
ShadowContext.hlsl.meta
Moved shadow related files into ShaderLibrary and common to reflect their general usage.
8 年前
ShadowDispatch.hlsl
Added dithering to cascade transitions. There are now two functions to choose from, to either blend between cascades doing two fetches, or dither doing just one fetch.
7 年前
ShadowDispatch.hlsl.meta
Moved shadow related files into ShaderLibrary and common to reflect their general usage.
8 年前
SortingComputeUtils.hlsl
[Format]Reformat via format.pl to match the new conventions
8 年前
SortingComputeUtils.hlsl.meta
HDRenderLoop: Reorganize LightLoop pass, move code into SinglePass.cs
8 年前
TilePass.cs
Factor out volumetric lighting code
7 年前
TilePass.cs.hlsl
Add variant for material classification + clean split lighting evaluation
7 年前
TilePass.cs.hlsl.meta
HDRenderLoop: Reorganize LightLoop pass, move code into SinglePass.cs
8 年前
TilePass.cs.meta
HDRenderLoop: Push starter that doesn't compile
8 年前
TilePass.hlsl
Precompute ShaderIds to avoid allocation
7 年前
TilePass.hlsl.meta
HDRenderLoop: Merge FPTL - start light application
8 年前
TilePassLoop.hlsl
HDRenderPipeline: factor IBL weight function in lightloop
7 年前
TilePassLoop.hlsl.meta
HDRenderLoop: Merge FPTL - start light application
8 年前
builddispatchindirect.compute
Clean and comment some code
7 年前
builddispatchindirect.compute.meta
Moved material classification to separate pass
8 年前
cleardispatchindirect.compute
Fixed UI for Tile Debug Modes
8 年前
cleardispatchindirect.compute.meta
Fixed UI for Tile Debug Modes
8 年前
lightlistbuild-bigtile.compute
Update #includes of ShaderLibrary to new path
7 年前
lightlistbuild-bigtile.compute.meta
HDRenderLoop: Merge FTPL Build Light List part (tile, bigtile, cluster..)
8 年前
lightlistbuild-clustered.compute
Update #includes of ShaderLibrary to new path
7 年前
lightlistbuild-clustered.compute.meta
HDRenderLoop: Merge FTPL Build Light List part (tile, bigtile, cluster..)
8 年前
lightlistbuild.compute
Update #includes of ShaderLibrary to new path
7 年前
lightlistbuild.compute.meta
HDRenderLoop: Intermediate state
8 年前
materialflags.compute
Update #includes of ShaderLibrary to new path
7 年前
materialflags.compute.meta
Moved material classification to separate pass
8 年前
scrbound.compute
Update #includes of ShaderLibrary to new path
7 年前
scrbound.compute.meta
HDRenderLoop: Intermediate state
8 年前