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Frédéric Vauchelles 9bf881d7 Write depth in distortion pass and ztest to discard pixel in front of distorted object 7 年前
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Editor Use a multiply blend mode instead of stencil to control distortion 7 年前
ShaderPass Merge pull request #126 from Unity-Technologies/Update-unlit-shader 8 年前
Editor.meta HDRenderLoop: Move editor thing in editor directory to be able to build a player 8 年前
ShaderPass.meta HDRenderPipeline: Fixing a lot of compiling issue, all is now compiling 8 年前
Unlit.cs Cleaned up unused usings 7 年前
Unlit.cs.hlsl Update hlsl generator for nested class and regenerate file for HD 7 年前
Unlit.cs.hlsl.meta HDRenderLoop: Update Unlit material 8 年前
Unlit.cs.meta HDRenderLoop: Update Unlit material 8 年前
Unlit.hlsl HDrenderPipeline: Generate hlsl debug functions 7 年前
Unlit.hlsl.meta HDRenderLoop: Add builtin data structure + add velocity buffer 8 年前
Unlit.shader Write depth in distortion pass and ztest to discard pixel in front of distorted object 7 年前
Unlit.shader.meta HDRenderLoop: Plenty of stuff + Meta pass renaming + Depth pass 8 年前
UnlitData.hlsl Use a multiply blend mode instead of stencil to control distortion 7 年前
UnlitData.hlsl.meta HDRenderLoop: Plenty of stuff + Meta pass renaming + Depth pass 8 年前
UnlitProperties.hlsl Use a multiply blend mode instead of stencil to control distortion 7 年前
UnlitProperties.hlsl.meta HDRenderPipeline: Update unlit shader 8 年前