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Julien Ignace 920bc9cb Moved the Depth Buffer copy at the right place when in forward (it was done too late, resulting in various bias problem in shadows/ssao) 7 年前
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AdditionalData Merge pull request #399 from Unity-Technologies/new-light-editor 7 年前
Debug Merge pull request #433 from Unity-Technologies/Add-support-of-vertex-displacement 7 年前
Editor Merge branch 'Unity-2017.3' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Unity-2017.3 7 年前
Lighting Disabled separate sampling algorithms per cascade again. 7 年前
Material Merge pull request #433 from Unity-Technologies/Add-support-of-vertex-displacement 7 年前
RenderPipelineResources Merge pull request #403 from Unity-Technologies/Aniso-as-true-materialId 7 年前
SceneSettings Merge branch 'master' into prepare-filtering 7 年前
ShaderPass Merge pull request #433 from Unity-Technologies/Add-support-of-vertex-displacement 7 年前
Sky Merge pull request #421 from Unity-Technologies/Unity-2017.3 7 年前
Wind merged master 8 年前
AdditionalData.meta HDRenderPipeline: Add AdditionalCameraData to have choice of rendering path 8 年前
Debug.meta Moved debug rendering of tile lists to separate shader pass 8 年前
Editor.meta New SceneSettingsManager based on a stack. Also commited updated .meta since last folder rename. 8 年前
HDRenderPipeline.cs Moved the Depth Buffer copy at the right place when in forward (it was done too late, resulting in various bias problem in shadows/ssao) 7 年前
HDRenderPipeline.cs.meta Merge branch 'master' into shadows 8 年前
HDRenderPipelineAsset.asset Update HDRenderPipelineAsset 7 年前
HDRenderPipelineAsset.asset.meta HDRenderPipeline: update shader generator and code to match C# static naming convention 8 年前
HDRenderPipelineAsset.cs HDRenderPipeline: Update pathname that are use for resource creation after the directory have been reorganize 7 年前
HDRenderPipelineAsset.cs.meta HDRenderPipeline: Rename HDRenderPipeline to HDRenderPipelineAsset and split in dedicated file 8 年前
HDStringConstants.cs Properly implemented Depth pre-pass in HDRP for Alpha tested geometry (do pre-pass with clip in the shader and then main pass without to avoid bypassing HiZ on GCN hardware) 7 年前
HDStringConstants.cs.meta Precompute ShaderIds to avoid allocation 7 年前
Lighting.meta New SceneSettingsManager based on a stack. Also commited updated .meta since last folder rename. 8 年前
Material.meta New SceneSettingsManager based on a stack. Also commited updated .meta since last folder rename. 8 年前
RenderPipelineResources.meta HDRenderPipeline.: Create RenderPipelineResources 8 年前
SceneSettings.meta Added a CommonSettings component to handle the choice of the SkyRenderer and later other global scene settings. 8 年前
ShaderConfig.cs Camera-relative rendering WIP 7 年前
ShaderConfig.cs.hlsl Camera-relative rendering WIP 7 年前
ShaderConfig.cs.hlsl.meta HDRenderLoop: Update for velociy buffer + several stuff/fix/refactor 8 年前
ShaderConfig.cs.meta HDRenderLoop: Add builtin data structure + add velocity buffer 8 年前
ShaderPass.meta New SceneSettingsManager based on a stack. Also commited updated .meta since last folder rename. 8 年前
ShaderVariables.hlsl Improve fog parametrization (+optimize) 7 年前
ShaderVariables.hlsl.meta First set of files 8 年前
ShaderVariablesFunctions.hlsl Rename 'camera' to 'view' (where applicable) for clarity 7 年前
ShaderVariablesFunctions.hlsl.meta starting to update nodes to new library. 7 年前
ShaderVariablesMatrixDefsHDCamera.hlsl Use the legacy Unity matrices for shadow map rendering 7 年前
ShaderVariablesMatrixDefsHDCamera.hlsl.meta Split 'ShaderVariables.hlsl' into 3 files 7 年前
ShaderVariablesMatrixDefsLegacyUnity.hlsl Use the legacy Unity matrices for shadow map rendering 7 年前
ShaderVariablesMatrixDefsLegacyUnity.hlsl.meta starting to update nodes to new library. 7 年前
Sky.meta New SceneSettingsManager based on a stack. Also commited updated .meta since last folder rename. 8 年前
Utilities.cs HDRenderPipeline: Update pathname that are use for resource creation after the directory have been reorganize 7 年前
Utilities.cs.meta - First version of sky renderer 8 年前
Wind.meta Added first version of vertex wind and a corresponding test scene. 8 年前