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mmikk a6b2b6d5 GenerateSourceLightBuffers() was returning wrong number of lights when a directional is present. 8 年前
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ClusteredUtils.h choose logBase value such that 50% of clusters (out of 64) are consumed between near plane and max opaque depth. 8 年前
ClusteredUtils.h.meta Add support for directional light 8 年前
FinalPass.shader [fptl] no gamma conversion in final pass 8 年前
FinalPass.shader.meta More work 8 年前
FptlLighting.cs GenerateSourceLightBuffers() was returning wrong number of lights when a directional is present. 8 年前
FptlLighting.cs.meta throwing in fptl project 8 年前
Internal-DeferredReflections.shader choose logBase value such that 50% of clusters (out of 64) are consumed between near plane and max opaque depth. 8 年前
Internal-DeferredReflections.shader.meta throwing in fptl project 8 年前
Internal-DeferredShading.shader [fptl] remove accidentally committed debug code 8 年前
Internal-DeferredShading.shader.meta throwing in fptl project 8 年前
LightDefinitions.cs removed Vec2/Vec3/Vec4/Mat44, regenerated .hlsl includes 8 年前
LightDefinitions.cs.hlsl removed Vec2/Vec3/Vec4/Mat44, regenerated .hlsl includes 8 年前
LightDefinitions.cs.hlsl.meta Add support for directional light 8 年前
LightDefinitions.cs.meta throwing in fptl project 8 年前
lightlistbuild-clustered.compute choose logBase value such that 50% of clusters (out of 64) are consumed between near plane and max opaque depth. 8 年前
lightlistbuild-clustered.compute.meta Add a test scene for HDRenderLoop 8 年前
lightlistbuild.compute spot is Z aligned in unity 8 年前
lightlistbuild.compute.meta throwing in fptl project 8 年前
renderloopfptl.asset make all kernels available and slot in clustered shader 8 年前
renderloopfptl.asset.meta throwing in fptl project 8 年前
scrbound.compute missed a file in the last commit 8 年前
scrbound.compute.meta throwing in fptl project 8 年前