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sebastienlagarde 9e42a42c HDRenderPipeline: Add basic specular occlusoin support from Ambient occlusion map 7 年前
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Editor HDRenderPipeline: Add aspet ratio / angle control for pyramid + add gizmo 7 年前
TilePass HDRenderPipeline: Add basic specular occlusoin support from Ambient occlusion map 7 年前
Volumetrics Merge branch 'Unity-2017.3' into LightweightPipeline 7 年前
Deferred.shader Update #includes of ShaderLibrary to new path 7 年前
Deferred.shader.meta HDRenderLoop: Lot of stuffs - try to prepare for various lighting architecture 8 年前
Editor.meta First draft of new light editor 7 年前
Forward.hlsl Add variant for material classification + clean split lighting evaluation 8 年前
Forward.hlsl.meta HDRenderLoop: miss a meta file 8 年前
HDAdditionalLightData.cs HDRenderPipeline: Add aspet ratio / angle control for pyramid + add gizmo 7 年前
HDAdditionalLightData.cs.meta Initial ScriptableRenderLoop 9 年前
HDLightEditorUtilities.cs HDRenderPipeline: Remove dead code 7 年前
HDLightEditorUtilities.cs.meta HDRenderPipeline: Add aspet ratio / angle control for pyramid + add gizmo 7 年前
LightDefinition.cs HDRenderPipeline: Update order of light (for future usage) 7 年前
LightDefinition.cs.hlsl HDRenderPipeline: Update order of light (for future usage) 7 年前
LightDefinition.cs.hlsl.meta switched HDRenderLoop over to generated .hlsl 8 年前
LightDefinition.cs.meta Change LightingDefinition.hlsl to LightDefinition.cs 8 年前
LightUtilities.hlsl HDRenderLoop: use a envLightSky structure to feed sky information 8 年前
LightUtilities.hlsl.meta Move InitSkyEnvLightData() to LightUtilities.hlsl 8 年前
Lighting.hlsl Update #includes of ShaderLibrary to new path 7 年前
Lighting.hlsl.meta Very minimal loop done, display red shader 8 年前
TilePass.meta New SceneSettingsManager based on a stack. Also commited updated .meta since last folder rename. 8 年前
Volumetrics.meta Add a null VolumetricLighting shader 7 年前