使用 JavaScript能使本网站更好的工作。
首页
探索
关于Plastic
登录
unity-tech-cn
/
ScriptableRenderPipeline
关注
29
点赞
0
派生
3
代码
合并请求
版本发布
您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
247
提交
85
分支
28
Plastic标签
C#
71%
HLSL
21.7%
ShaderLab
5.1%
GLSL
2.1%
目录树:
9bf881d7
/main
/scriptablerenderloop-materialgraph
/batch_rendering
/vr_sandbox
/Branch_Batching2
/mikko-renderpass
/fptl_cleanup
/vr_fptl_sandbox
/Branch_batcher
/MobileDeferredRenderPass
/vr_api_testbed
/RenderPassXR_Sandbox
/classicDeferredMobile
/EnableVulkanAndES3
/OnTileRenderPass2
/sample_game
/culling
/OTDRP-develop
/Add-support-for-light-specular-color-tint
/stochastic_alpha_test
/Yibing-Project-2
/xr-hdrp-rt-test
/system-shock-transitional-shader
/feature-runtimeTextureCache
/shader-library-include-paths
/asmdef
/namespace
/feature-ReflectionProbeFit
/prototype-decals
/DrawSettings
/projects-TheLastStand
/iridesence
/lw-nolightlist
/Add-physical-light-unity-support
/LightweightPipelineExperimental
/switch_support
/feature-ScreenSpaceProjection
/use-roughness
/LW-BakedIndirect
/Branch_FixObjectMotion
/srp_batcher
/LW-LightOptimizations
/Branch_ScriptableCulling
/LW-LowEnd
/feature-ReflectionProbeBaking
/Improve-shader-generator
/improve-shader-generator-data
/2018.1
/lwr-xr-shader-fixes-sandbox
/uifoldout-fix
/lw-callbacktests
/lwrp-xr-sssm-DrawProc
/lwrp-xr-tim-hacks
/ss3HDRP
/build-automation
/HDRP_SurfaceShader
/tag-1.1.0-beta
/xr-hdrp-pyramids
/lw-bias_per_cascade
/040SimpleLighting
/lw-tangentspacelightingtest
/Lux-for-HDRI
/HDRP_GraphicTests
/projects-system-shock-2018.1
/Change-cluster-Tile-to-dynamic-branch
/Reduce-shader-variant
/lw-shadow-optimization
/LW-DistortionPass
/lw-shader-optimization
/Branch_RemoveCascadeBordersInUI
/Branch_EnableLastSplitFade
/Branch_DebugExposure
/Documentation
/lw-bugfixes
/Branch_DebugExposure2
/Branch_DebugWindowFix
/lw-shadow-keyword
/backport-shader-optimization
/tag-1.1.4-preview
/StackLitWork
/tag-1.1.5-preview
/tag-1.1.6-preview
/stacklit
/StackLit2
/hdrp-staging
0.1.21
0.1.27
0.1.28
0.1.34
1.0.0-beta
1.0.1-beta
1.1.0-beta
1.1.1-preview
1.1.2-preview
1.1.4-preview
1.1.5-preview
1.1.6-preview
2018.1.0f2
SRP_0.1.25
Unity-2017.3.0b10
Unity-2017.3.0b2
Unity-2018.1.0b13
Unity-2018.1.0b2
Unity-2018.1.0b6
Unity-2018.1.0b8
unity-2017.1
unity-2017.1b5
unity-2017.2b4
unity-2017.3.0b1
unity-2018.1.0b13
unity-5.6.0b1
unity-5.6.0b10
unity-5.6.0b5
分支列表
标签列表
${ item.name }
创建分支
${ searchTerm }
从 '9bf881d7'
${ noResults }
ScriptableRenderPipeline
/
ScriptableRenderPipeline
/
HDRenderPipeline
/
Material
/
Lit
文件历史
Frédéric Vauchelles
9bf881d7
Write depth in distortion pass and ztest to discard pixel in front of distorted object
7 年前
..
Editor
Missed one file in Lock UV mapping of details with base
7 年前
Resources
HDRenderPipeline: Fix various warning in csharp and shader
7 年前
SSSProfile
Merge pull request #462 from Unity-Technologies/sss-refactor
7 年前
ShaderPass
Merge pull request #466 from Unity-Technologies/Add-Per-Pixel-scale
7 年前
Editor.meta
HDRenderLoop: Move editor thing in editor directory to be able to build a player
8 年前
Lit.cs
Merge pull request #442 from Unity-Technologies/feature/transparency
7 年前
Lit.cs.hlsl
Added refraction, roughness refraction and transparency absorption
7 年前
Lit.cs.hlsl.meta
HDRenderLoop: Add automatic support for material propery debug
8 年前
Lit.cs.meta
HDRenderLoop: Add automatic support for material propery debug
8 年前
Lit.hlsl
Merge remote-tracking branch 'refs/remotes/origin/master' into Unity-2017.3
7 年前
Lit.hlsl.meta
HDRenderLoop Rename DisneyGGX to Li and convert to whitesapce convention
8 年前
Lit.shader
Write depth in distortion pass and ztest to discard pixel in front of distorted object
7 年前
Lit.shader.meta
HDRenderLoop: Plenty of stuff + Meta pass renaming + Depth pass
8 年前
LitData.hlsl
Use a multiply blend mode instead of stencil to control distortion
7 年前
LitData.hlsl.meta
HDRenderLoop: Plenty of stuff + Meta pass renaming + Depth pass
8 年前
LitDataInternal.hlsl
Add toggle to lock UV tiling/offset of details to base
7 年前
LitDataInternal.hlsl.meta
HDRenderPipeline: First draft of tesselation (not compiling)
8 年前
LitProperties.hlsl
Use a multiply blend mode instead of stencil to control distortion
7 年前
LitProperties.hlsl.meta
HDRenderPipeline: Move shader properties to a dedicated include file (request from demo team)
8 年前
LitReference.hlsl
First draft for aniso as materialId
7 年前
LitReference.hlsl.meta
HDRenderPipeline: Split reference code of lit shaders to increase readability
7 年前
LitTessellation.hlsl
Fix issue with UI + handle negative transform scaling with tessellation
7 年前
LitTessellation.hlsl.meta
HDRenderPipeline: First draft of tesselation (not compiling)
8 年前
LitTessellation.shader
Add toggle to lock UV tiling/offset of details to base
7 年前
LitTessellation.shader.meta
HDRenderPipeline: First draft of tesselation (not compiling)
8 年前
LtcData.DisneyDiffuse.cs
Cleaned up unused usings
7 年前
LtcData.DisneyDiffuse.cs.meta
Update LTC LUT data
8 年前
LtcData.GGX.cs
Cleaned up unused usings
7 年前
LtcData.GGX.cs.meta
Update LTC LUT data
8 年前
PatchStandardShaderToNewNamingConvention.cginc
[Format]Reformat via format.pl to match the new conventions
8 年前
PatchStandardShaderToNewNamingConvention.cginc.meta
more property conversions, light intensity conversion, shader LOD toggle, sample shader (WIP), standard specular conversion (WIP)
8 年前
Resources.meta
HDRenderLoop: Loop now work in standalone win64 player
8 年前
SSSProfile.meta
HDRenderPipeline: Improve transmittance with wrap lighitng
7 年前
ShaderPass.meta
HDRenderPipeline: First draft of tesselation (not compiling)
8 年前
SubsurfaceScatteringProfile.cs.hlsl
Add the old SSS model back
7 年前
SubsurfaceScatteringProfile.cs.hlsl.meta
Merge branch 'disney_sss'
7 年前
SubsurfaceScatteringSettings.cs
Full SSS refactor
7 年前
SubsurfaceScatteringSettings.cs.meta
Full SSS refactor
7 年前