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GitHub aa0bbbbe Merge pull request #488 from EvgeniiG/Unity-2017.3 7 年前
..
API merged master 7 年前
Shadow Merge branch 'Unity-2017.3' into LightweightPipeline 7 年前
API.meta First set of files 8 年前
AreaLighting.hlsl Optimize area lights a bit 7 年前
AreaLighting.hlsl.meta HDRenderLoop: Add area light support, first draft 8 年前
BSDF.hlsl Rename and add comments for clarity 7 年前
BSDF.hlsl.meta First set of files 8 年前
Color.hlsl HDRenderLoop: Clean packed Gbuffer code in Uint16 + packing functions 8 年前
Color.hlsl.meta First set of files 8 年前
Common.hlsl Implement FastACosPos() 7 年前
Common.hlsl.meta First set of files 8 年前
CommonLighting.hlsl Fix issue with last merge + make bent normal work 7 年前
CommonLighting.hlsl.meta Update ShaderLibrary and UnityStandard code 8 年前
CommonMaterial.hlsl Use the anisotropy parametrization of Sony Imageworks 7 年前
CommonMaterial.hlsl.meta HDRenderLoop: Move file/create file/Rename stuff - Related to lighting and shadow 8 年前
CommonShadow.hlsl HDRenderLoop: Move file/create file/Rename stuff - Related to lighting and shadow 8 年前
CommonShadow.hlsl.meta HDRenderLoop: Move file/create file/Rename stuff - Related to lighting and shadow 8 年前
Debug.hlsl [Format]Reformat via format.pl to match the new conventions 8 年前
Debug.hlsl.meta HDRenderLoop: Add automatic support for material propery debug 8 年前
EntityLighting.hlsl HDRenderPipeline: Update minor comment on proxy volume 7 年前
EntityLighting.hlsl.meta HDRenderLoop: Add LightProbe + ProbeVolume support (not tested) 8 年前
Fibonacci.hlsl Add sampling helpers 8 年前
Fibonacci.hlsl.meta Rename Hammersley and Fibonacci files 8 年前
Filtering.hlsl HDRenderLoop: Update to new texture abstraction everywhere 8 年前
Filtering.hlsl.meta Very minimal loop done, display red shader 8 年前
GeometricTools.hlsl [Format]Reformat via format.pl to match the new conventions 8 年前
GeometricTools.hlsl.meta First set of files 8 年前
Hammersley.hlsl Refactor sampling methods 8 年前
Hammersley.hlsl.meta Rename Hammersley and Fibonacci files 8 年前
ImageBasedLighting.hlsl Merge pull request #488 from EvgeniiG/Unity-2017.3 7 年前
ImageBasedLighting.hlsl.meta HDRenderLoop; start support of reflection probe 8 年前
NormalSurfaceGradient.hlsl HDRenderPipeline: Add test scene 8 年前
NormalSurfaceGradient.hlsl.meta Add LW SRP into material graph 7 年前
Packing.hlsl HDRenderPipeline: Add HemiOct packing function 7 年前
Packing.hlsl.meta First set of files 8 年前
PerPixelDisplacement.hlsl Remove maxHeight from the POM code, not needed 7 年前
PerPixelDisplacement.hlsl.meta Add LW SRP into material graph 7 年前
QuaternionMath.hlsl HDRenderLoop: Add code to init texture one time at the launch of the loop 8 年前
QuaternionMath.hlsl.meta First set of files 8 年前
Random.hlsl Add LW SRP into material graph 7 年前
Random.hlsl.meta Add LW SRP into material graph 7 年前
SHMath.hlsl HDRenderLoop: Add code to init texture one time at the launch of the loop 8 年前
SHMath.hlsl.meta First set of files 8 年前
SampleUVMapping.hlsl Convert absolute paths to relative paths in shader includes 7 年前
SampleUVMapping.hlsl.meta Add LW SRP into material graph 7 年前
SampleUVMappingInternal.hlsl HDRenderPipeline: Add support for BC5 normal map 8 年前
SampleUVMappingInternal.hlsl.meta Add LW SRP into material graph 7 年前
SampleUVMappingNormalInternal.hlsl [Format]Reformat via format.pl to match the new conventions 8 年前
SampleUVMappingNormalInternal.hlsl.meta Add LW SRP into material graph 7 年前
Sampling.hlsl [Format]Reformat via format.pl to match the new conventions 8 年前
Sampling.hlsl.meta First set of files 8 年前
Shadow.meta Add LW SRP into material graph 7 年前
SpaceFillingCurves.hlsl Fix the typo 7 年前
SpaceFillingCurves.hlsl.meta Add LW SRP into material graph 7 年前
Tessellation.hlsl Fix tessellation during the shadow pass 7 年前
Tessellation.hlsl.meta Add LW SRP into material graph 7 年前
VolumeRendering.hlsl Add analytical transmittance integration 7 年前
VolumeRendering.hlsl.meta Add LW SRP into material graph 7 年前
Wind.hlsl HDRenderPipeline: First draft of support of vertex displacement 7 年前
Wind.hlsl.meta Add LW SRP into material graph 7 年前