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Felipe Lira 98bc9a10 Optimized spotlight attenuation to be done with a DP3 and MAD instrucitons. 7 年前
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LightweightBlit.shader Added Occlusion keyword. Updated materials. More refactor on the shader. 7 年前
LightweightBlit.shader.meta Update lightweight pipeline / SRP version 7 年前
LightweightCopyDepth.shader Added support to CopyDepth. It used copytexture if platform supports at least basic copy, if not it uses a blit with a depthcopy shader. 7 年前
LightweightCopyDepth.shader.meta Update lightweight pipeline / SRP version 7 年前
LightweightCore.cginc StandardInput cannot be inside LightweightLighting or it may cause errors with other standard shaders. 7 年前
LightweightCore.cginc.meta Add LW SRP into material graph 7 年前
LightweightLighting.cginc Optimized spotlight attenuation to be done with a DP3 and MAD instrucitons. 7 年前
LightweightLighting.cginc.meta Add LW SRP into material graph 7 年前
LightweightPassLit.cginc Ambient SH done perpixel until we find a proper solution on how to handle it for ShanderGraph 7 年前
LightweightPassLit.cginc.meta Update lightweight pipeline / SRP version 7 年前
LightweightPassShadow.cginc Update lightweight pipeline / SRP version 7 年前
LightweightPassShadow.cginc.meta Update lightweight pipeline / SRP version 7 年前
LightweightShadows.cginc More refactor changes to support ShaderGraph 7 年前
LightweightShadows.cginc.meta Add LW SRP into material graph 7 年前
LightweightStandard.shader StandardInput cannot be inside LightweightLighting or it may cause errors with other standard shaders. 7 年前
LightweightStandard.shader.meta Add LW SRP into material graph 7 年前
LightweightStandardSimpleLighting.shader StandardInput cannot be inside LightweightLighting or it may cause errors with other standard shaders. 7 年前
LightweightStandardSimpleLighting.shader.meta Add LW SRP into material graph 7 年前
LightweightUnlit.shader Shader changes to support XR in Lightweight Pipeline 7 年前
LightweightUnlit.shader.meta Add LW SRP into material graph 7 年前