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uygar 86d02855 Disabled separate sampling algorithms per cascade again. 7 年前
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AmbientOcclusion Merge branch 'master' into prepare-filtering 7 年前
Editor Merge pull request #421 from Unity-Technologies/Unity-2017.3 7 年前
TilePass Disabled separate sampling algorithms per cascade again. 7 年前
Volumetrics Merge pull request #406 from Unity-Technologies/Update-shader-pass 7 年前
AmbientOcclusion.meta Changed directory structure. 8 年前
Deferred.shader Update #includes of ShaderLibrary to new path 7 年前
Deferred.shader.meta HDRenderLoop: Lot of stuffs - try to prepare for various lighting architecture 8 年前
Editor.meta First draft of new light editor 7 年前
EditorLightUtilities.cs First draft of new light editor 7 年前
EditorLightUtilities.cs.meta First draft of new light editor 7 年前
Forward.hlsl Add variant for material classification + clean split lighting evaluation 7 年前
Forward.hlsl.meta HDRenderLoop: miss a meta file 8 年前
LightDefinition.cs First draft of new light editor 7 年前
LightDefinition.cs.hlsl First draft for aniso as materialId 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
LightUtilities.hlsl HDRenderLoop: use a envLightSky structure to feed sky information 8 年前
LightUtilities.hlsl.meta Move InitSkyEnvLightData() to LightUtilities.hlsl 8 年前
Lighting.hlsl Update #includes of ShaderLibrary to new path 7 年前
Lighting.hlsl.meta Very minimal loop done, display red shader 8 年前
TilePass.meta New SceneSettingsManager based on a stack. Also commited updated .meta since last folder rename. 8 年前
Volumetrics.meta Add a null VolumetricLighting shader 7 年前