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Felipe Lira e45df6b6 Merge branch 'master' into LightweightPipeline 7 年前
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API HDRenderPipeline: Add SAMPLE_DEPTH_TEXTURE to our various API 7 年前
Shadow Merge branch 'master' into LightweightPipeline 7 年前
API.meta First set of files 8 年前
AreaLighting.hlsl Optimize area lights a bit 7 年前
AreaLighting.hlsl.meta HDRenderLoop: Add area light support, first draft 8 年前
BC6H.hlsl Merge pull request #614 from Unity-Technologies/feature/realtimeCubemapBC6H 7 年前
BC6H.hlsl.meta (wip) Added BC6H fast encode 7 年前
BSDF.hlsl Optimize anisotropic GGX 7 年前
BSDF.hlsl.meta First set of files 8 年前
Color.hlsl ShaderLibrary: Update YCoCg function in color.hlsl 7 年前
Color.hlsl.meta First set of files 8 年前
Common.hlsl Optimize divergent execution of the anisotropic GGX 7 年前
Common.hlsl.meta First set of files 8 年前
CommonLighting.hlsl Optimize anisotropic GGX 7 年前
CommonLighting.hlsl.meta Update ShaderLibrary and UnityStandard code 8 年前
CommonMaterial.hlsl Remove 'bsdfData.roughness' 7 年前
CommonMaterial.hlsl.meta HDRenderLoop: Move file/create file/Rename stuff - Related to lighting and shadow 8 年前
CommonShadow.hlsl HDRenderLoop: Move file/create file/Rename stuff - Related to lighting and shadow 8 年前
CommonShadow.hlsl.meta HDRenderLoop: Move file/create file/Rename stuff - Related to lighting and shadow 8 年前
Debug.hlsl [Format]Reformat via format.pl to match the new conventions 8 年前
Debug.hlsl.meta HDRenderLoop: Add automatic support for material propery debug 8 年前
EntityLighting.hlsl merge unity 2017.3 7 年前
EntityLighting.hlsl.meta HDRenderLoop: Add LightProbe + ProbeVolume support (not tested) 8 年前
Fibonacci.hlsl Implement multi-bounce GGX for direct lighting (no Fresnel yet) 7 年前
Fibonacci.hlsl.meta Rename Hammersley and Fibonacci files 8 年前
Filtering.hlsl HDRenderLoop: Update to new texture abstraction everywhere 8 年前
Filtering.hlsl.meta Very minimal loop done, display red shader 8 年前
GeometricTools.hlsl Set edge tess factors of edges outside the main view to 1 7 年前
GeometricTools.hlsl.meta First set of files 8 年前
Hammersley.hlsl Refactor sampling methods 8 年前
Hammersley.hlsl.meta Rename Hammersley and Fibonacci files 8 年前
ImageBasedLighting.hlsl Optimize anisotropic GGX 7 年前
ImageBasedLighting.hlsl.meta HDRenderLoop; start support of reflection probe 8 年前
Macros.hlsl Add shadowing to the regular ("thick object") transmission mode 7 年前
Macros.hlsl.meta HDRenderPipeline: Add ColorMask0 to depth and shadow pass 7 年前
NormalSurfaceGradient.hlsl Refactor math constant defines 7 年前
NormalSurfaceGradient.hlsl.meta Add LW SRP into material graph 7 年前
Packing.hlsl Refactor math constant defines 7 年前
Packing.hlsl.meta First set of files 8 年前
PerPixelDisplacement.hlsl Remove maxHeight from the POM code, not needed 7 年前
PerPixelDisplacement.hlsl.meta Add LW SRP into material graph 7 年前
QuaternionMath.hlsl HDRenderLoop: Add code to init texture one time at the launch of the loop 8 年前
QuaternionMath.hlsl.meta First set of files 8 年前
Random.hlsl Add LW SRP into material graph 7 年前
Random.hlsl.meta Add LW SRP into material graph 7 年前
Refraction.hlsl HDRenderPipeline: Remove unused code 7 年前
Refraction.hlsl.meta Refactored refraction code with cubemap support 7 年前
SHMath.hlsl HDRenderLoop: Add code to init texture one time at the launch of the loop 8 年前
SHMath.hlsl.meta First set of files 8 年前
SampleUVMapping.hlsl Convert absolute paths to relative paths in shader includes 7 年前
SampleUVMapping.hlsl.meta Add LW SRP into material graph 7 年前
SampleUVMappingInternal.hlsl HDRenderPipeline: Add support for BC5 normal map 8 年前
SampleUVMappingInternal.hlsl.meta Add LW SRP into material graph 7 年前
SampleUVMappingNormalInternal.hlsl [Format]Reformat via format.pl to match the new conventions 8 年前
SampleUVMappingNormalInternal.hlsl.meta Add LW SRP into material graph 7 年前
Sampling.hlsl [BC6H] Naming fixes 7 年前
Sampling.hlsl.meta First set of files 8 年前
Shadow.meta Add LW SRP into material graph 7 年前
SpaceFillingCurves.hlsl Fix the typo 7 年前
SpaceFillingCurves.hlsl.meta Add LW SRP into material graph 7 年前
Tessellation.hlsl Global rename 7 年前
Tessellation.hlsl.meta Add LW SRP into material graph 7 年前
VolumeRendering.hlsl Refactor math constant defines 7 年前
VolumeRendering.hlsl.meta Add LW SRP into material graph 7 年前
Wind.hlsl HDRenderPipeline: First draft of support of vertex displacement 7 年前
Wind.hlsl.meta Add LW SRP into material graph 7 年前