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ScriptableRenderPipeline
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com.unity.render-pipelines....
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CoreRP
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ShaderLibrary
文件历史
GitHub
59662aac
Merge pull request
#1452
from EvgeniiG/api_files_update
Update Shader API Files
7 年前
..
API
Merge pull request #1452 from EvgeniiG/api_files_update
7 年前
Sampling
Merge pull request #1225 from EvgeniiG/master
7 年前
Shadow
Run code formatter.
7 年前
API.meta
First set of files
8 年前
AreaLighting.hlsl
Introduced new macros for flow control attributes.
7 年前
AreaLighting.hlsl.meta
HDRenderLoop: Add area light support, first draft
8 年前
BC6H.hlsl
Run code formatter.
7 年前
BC6H.hlsl.meta
(wip) Added BC6H fast encode
7 年前
BSDF.hlsl
Merge branch 'master' into Cleanup-stacklit
7 年前
BSDF.hlsl.meta
First set of files
8 年前
Color.hlsl
Various warning fix
7 年前
Color.hlsl.meta
First set of files
8 年前
Common.hlsl
Mipmapping support for local volume mask textures.
7 年前
Common.hlsl.meta
First set of files
8 年前
CommonLighting.hlsl
Run code formatter.
7 年前
CommonLighting.hlsl.meta
Update ShaderLibrary and UnityStandard code
8 年前
CommonMaterial.hlsl
Add support of Texture filtering (seems to not work yet)
7 年前
CommonMaterial.hlsl.meta
HDRenderLoop: Move file/create file/Rename stuff - Related to lighting and shadow
8 年前
CommonShadow.hlsl
ShaderLibrary, change REAL to real
7 年前
CommonShadow.hlsl.meta
HDRenderLoop: Move file/create file/Rename stuff - Related to lighting and shadow
8 年前
Debug.hlsl
Run code formatter.
7 年前
Debug.hlsl.meta
HDRenderLoop: Add automatic support for material propery debug
8 年前
EntityLighting.hlsl
Merge pull request #1209 from Unity-Technologies/LWRP
7 年前
EntityLighting.hlsl.meta
HDRenderLoop: Add LightProbe + ProbeVolume support (not tested)
8 年前
Filtering.hlsl
Fixes for cases when real != float. We need to declare both real and float variants for the functions in such cases.
7 年前
Filtering.hlsl.meta
Move some files
7 年前
GeometricTools.hlsl
Fix various C sharp and shader warning
7 年前
GeometricTools.hlsl.meta
First set of files
8 年前
ImageBasedLighting.hlsl
Merge pull request #1225 from EvgeniiG/master
7 年前
ImageBasedLighting.hlsl.meta
HDRenderLoop; start support of reflection probe
8 年前
Macros.hlsl
Fixes for cases when real != float. We need to declare both real and float variants for the functions in such cases.
7 年前
Macros.hlsl.meta
HDRenderPipeline: Add ColorMask0 to depth and shadow pass
7 年前
NormalSurfaceGradient.hlsl
ShaderLibrary, change REAL to real
7 年前
NormalSurfaceGradient.hlsl.meta
Add LW SRP into material graph
7 年前
Packing.hlsl
Don't normalize the normal coming from the normal map if there's no scaling possible in the shader.
7 年前
Packing.hlsl.meta
First set of files
8 年前
PerPixelDisplacement.hlsl
ShaderLibrary, change REAL to real
7 年前
PerPixelDisplacement.hlsl.meta
Add LW SRP into material graph
7 年前
Random.hlsl
Run code formatter.
7 年前
Random.hlsl.meta
Add LW SRP into material graph
7 年前
Refraction.hlsl
update refraction to use float3 for position
7 年前
Refraction.hlsl.meta
Refactored refraction code with cubemap support
7 年前
Sampling.meta
ShaderLibrary: Move Sampling and sequence file into a Sampling folder (to clean a bit the directory)
7 年前
Shadow.meta
Add LW SRP into material graph
7 年前
SpaceFillingCurves.hlsl
Optimize
7 年前
SpaceFillingCurves.hlsl.meta
Add LW SRP into material graph
7 年前
Tessellation.hlsl
Fix compilation issue with instancing and tessellation
7 年前
Tessellation.hlsl.meta
Add LW SRP into material graph
7 年前
UnityInstancing.hlsl
LWRP XR Single-pass Instancing and Multi-view Support
7 年前
UnityInstancing.hlsl.meta
Bring over Instancing support to HDRP shaders.
7 年前
VolumeRendering.hlsl
Use correct terminology: rename "asymmetry" -> "anisotropy"
7 年前
VolumeRendering.hlsl.meta
Add LW SRP into material graph
7 年前
Wind.hlsl
Run code formatter.
7 年前
Wind.hlsl.meta
Add LW SRP into material graph
7 年前