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API
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HDRenderPipeline: Add SAMPLE_DEPTH_TEXTURE to our various API
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7 年前 |
Shadow
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Merge branch 'master' into LightweightPipeline
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7 年前 |
API.meta
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First set of files
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8 年前 |
AreaLighting.hlsl
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Optimize area lights a bit
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7 年前 |
AreaLighting.hlsl.meta
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HDRenderLoop: Add area light support, first draft
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8 年前 |
BC6H.hlsl
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Merge pull request #614 from Unity-Technologies/feature/realtimeCubemapBC6H
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7 年前 |
BC6H.hlsl.meta
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(wip) Added BC6H fast encode
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7 年前 |
BSDF.hlsl
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Optimize anisotropic GGX
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7 年前 |
BSDF.hlsl.meta
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First set of files
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8 年前 |
Color.hlsl
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ShaderLibrary: Update YCoCg function in color.hlsl
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7 年前 |
Color.hlsl.meta
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First set of files
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8 年前 |
Common.hlsl
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Optimize divergent execution of the anisotropic GGX
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7 年前 |
Common.hlsl.meta
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First set of files
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8 年前 |
CommonLighting.hlsl
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Optimize anisotropic GGX
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7 年前 |
CommonLighting.hlsl.meta
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Update ShaderLibrary and UnityStandard code
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8 年前 |
CommonMaterial.hlsl
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Remove 'bsdfData.roughness'
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7 年前 |
CommonMaterial.hlsl.meta
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HDRenderLoop: Move file/create file/Rename stuff - Related to lighting and shadow
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8 年前 |
CommonShadow.hlsl
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HDRenderLoop: Move file/create file/Rename stuff - Related to lighting and shadow
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8 年前 |
CommonShadow.hlsl.meta
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HDRenderLoop: Move file/create file/Rename stuff - Related to lighting and shadow
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8 年前 |
Debug.hlsl
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[Format]Reformat via format.pl to match the new conventions
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8 年前 |
Debug.hlsl.meta
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HDRenderLoop: Add automatic support for material propery debug
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8 年前 |
EntityLighting.hlsl
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merge unity 2017.3
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7 年前 |
EntityLighting.hlsl.meta
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HDRenderLoop: Add LightProbe + ProbeVolume support (not tested)
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8 年前 |
Fibonacci.hlsl
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Implement multi-bounce GGX for direct lighting (no Fresnel yet)
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7 年前 |
Fibonacci.hlsl.meta
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Rename Hammersley and Fibonacci files
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8 年前 |
Filtering.hlsl
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HDRenderLoop: Update to new texture abstraction everywhere
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8 年前 |
Filtering.hlsl.meta
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Very minimal loop done, display red shader
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8 年前 |
GeometricTools.hlsl
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Set edge tess factors of edges outside the main view to 1
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7 年前 |
GeometricTools.hlsl.meta
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First set of files
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8 年前 |
Hammersley.hlsl
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Refactor sampling methods
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8 年前 |
Hammersley.hlsl.meta
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Rename Hammersley and Fibonacci files
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8 年前 |
ImageBasedLighting.hlsl
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Optimize anisotropic GGX
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7 年前 |
ImageBasedLighting.hlsl.meta
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HDRenderLoop; start support of reflection probe
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8 年前 |
Macros.hlsl
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Add shadowing to the regular ("thick object") transmission mode
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7 年前 |
Macros.hlsl.meta
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HDRenderPipeline: Add ColorMask0 to depth and shadow pass
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7 年前 |
NormalSurfaceGradient.hlsl
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Refactor math constant defines
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7 年前 |
NormalSurfaceGradient.hlsl.meta
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Add LW SRP into material graph
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7 年前 |
Packing.hlsl
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Refactor math constant defines
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7 年前 |
Packing.hlsl.meta
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First set of files
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8 年前 |
PerPixelDisplacement.hlsl
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Remove maxHeight from the POM code, not needed
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7 年前 |
PerPixelDisplacement.hlsl.meta
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Add LW SRP into material graph
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7 年前 |
QuaternionMath.hlsl
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HDRenderLoop: Add code to init texture one time at the launch of the loop
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8 年前 |
QuaternionMath.hlsl.meta
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First set of files
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8 年前 |
Random.hlsl
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Add LW SRP into material graph
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7 年前 |
Random.hlsl.meta
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Add LW SRP into material graph
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7 年前 |
Refraction.hlsl
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HDRenderPipeline: Remove unused code
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7 年前 |
Refraction.hlsl.meta
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Refactored refraction code with cubemap support
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7 年前 |
SHMath.hlsl
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HDRenderLoop: Add code to init texture one time at the launch of the loop
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8 年前 |
SHMath.hlsl.meta
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First set of files
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8 年前 |
SampleUVMapping.hlsl
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Convert absolute paths to relative paths in shader includes
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7 年前 |
SampleUVMapping.hlsl.meta
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Add LW SRP into material graph
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7 年前 |
SampleUVMappingInternal.hlsl
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HDRenderPipeline: Add support for BC5 normal map
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8 年前 |
SampleUVMappingInternal.hlsl.meta
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Add LW SRP into material graph
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7 年前 |
SampleUVMappingNormalInternal.hlsl
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[Format]Reformat via format.pl to match the new conventions
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8 年前 |
SampleUVMappingNormalInternal.hlsl.meta
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Add LW SRP into material graph
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7 年前 |
Sampling.hlsl
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[BC6H] Naming fixes
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7 年前 |
Sampling.hlsl.meta
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First set of files
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8 年前 |
Shadow.meta
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Add LW SRP into material graph
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7 年前 |
SpaceFillingCurves.hlsl
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Fix the typo
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7 年前 |
SpaceFillingCurves.hlsl.meta
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Add LW SRP into material graph
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7 年前 |
Tessellation.hlsl
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Global rename
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7 年前 |
Tessellation.hlsl.meta
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Add LW SRP into material graph
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7 年前 |
VolumeRendering.hlsl
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Refactor math constant defines
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7 年前 |
VolumeRendering.hlsl.meta
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Add LW SRP into material graph
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7 年前 |
Wind.hlsl
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HDRenderPipeline: First draft of support of vertex displacement
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7 年前 |
Wind.hlsl.meta
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Add LW SRP into material graph
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7 年前 |