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Peter Bay Bastian 0d71d873 Re-factor Shadow.hlsl in core such that the user of the library is including things instead. This is required for package usage, as Core package cannot depend on anything outside itself. 7 年前
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FinalPass.shader get renderpass to work on iOS by removing the extra camera setup before the final blit and setting up the render attachments exactly how i expect them to be processed. 7 年前
FinalPass.shader.meta WIP: New attempt to update to renderpass API. Branched from OnTileDeferred, since renderpass appears to be a work in progress still. 7 年前
Internal-DeferredReflections.shader get renderpass to work on iOS by removing the extra camera setup before the final blit and setting up the render attachments exactly how i expect them to be processed. 7 年前
Internal-DeferredReflections.shader.meta initial port of Classic OnChip Deferred Mobile Renderloop based on exisitng standard and deferred shaders from built-in renderloops with new shadows. 8 年前
Internal-DeferredShading.shader branch from classicDeferredMobile to add new render target functionality from Unity branch graphics/renderpass/staging 8 年前
Internal-DeferredShading.shader.meta initial port of Classic OnChip Deferred Mobile Renderloop based on exisitng standard and deferred shaders from built-in renderloops with new shadows. 8 年前
LightingTemplate.hlsl Re-factor Shadow.hlsl in core such that the user of the library is including things instead. This is required for package usage, as Core package cannot depend on anything outside itself. 7 年前
LightingTemplate.hlsl.meta initial port of Classic OnChip Deferred Mobile Renderloop based on exisitng standard and deferred shaders from built-in renderloops with new shadows. 8 年前
OnTileShaderBase.h rename local copy of ShaderBase to avoid build errors on iOS 8 年前
OnTileShaderBase.h.meta remove HLSLSupport so we track changes in trunk, some cleanup and a bunch of test fixes. 8 年前
ShadowContext.hlsl add a copy of shadow setup files so i dont rely on fptl 8 年前
ShadowContext.hlsl.meta add a copy of shadow setup files so i dont rely on fptl 8 年前
ShadowDispatch.hlsl add a copy of shadow setup files so i dont rely on fptl 8 年前
ShadowDispatch.hlsl.meta add a copy of shadow setup files so i dont rely on fptl 8 年前
Skybox-Cubed.shader WIP: New attempt to update to renderpass API. Branched from OnTileDeferred, since renderpass appears to be a work in progress still. 7 年前
Skybox-Cubed.shader.meta initial port of Classic OnChip Deferred Mobile Renderloop based on exisitng standard and deferred shaders from built-in renderloops with new shadows. 8 年前
Standard.shader WIP: New attempt to update to renderpass API. Branched from OnTileDeferred, since renderpass appears to be a work in progress still. 7 年前
Standard.shader.meta initial port of Classic OnChip Deferred Mobile Renderloop based on exisitng standard and deferred shaders from built-in renderloops with new shadows. 8 年前
StandardSpecular.shader WIP: New attempt to update to renderpass API. Branched from OnTileDeferred, since renderpass appears to be a work in progress still. 7 年前
StandardSpecular.shader.meta initial port of Classic OnChip Deferred Mobile Renderloop based on exisitng standard and deferred shaders from built-in renderloops with new shadows. 8 年前
UnityDeferredLibrary.cginc initial port of Classic OnChip Deferred Mobile Renderloop based on exisitng standard and deferred shaders from built-in renderloops with new shadows. 8 年前
UnityDeferredLibrary.cginc.meta initial port of Classic OnChip Deferred Mobile Renderloop based on exisitng standard and deferred shaders from built-in renderloops with new shadows. 8 年前
UnityStandardCore.cginc workaround to enable renderpasses without latest changes from graphics/renderpass on graphics/srp 7 年前
UnityStandardCore.cginc.meta initial port of Classic OnChip Deferred Mobile Renderloop based on exisitng standard and deferred shaders from built-in renderloops with new shadows. 8 年前
UnityStandardForwardMobile.cginc Re-factor Shadow.hlsl in core such that the user of the library is including things instead. This is required for package usage, as Core package cannot depend on anything outside itself. 7 年前
UnityStandardForwardMobile.cginc.meta begin adding single pass forward to standard shader replica for composing transparencies on top of opaques 8 年前