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Julien Ignace 81caf93b Added back the "ref" modifiers to DrawRenderer APIs (needs C++ too) 8 年前
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ClusteredUtils.h support both left and right hand camera space in shaderland (think we'll match cpp side by default) 8 年前
ClusteredUtils.h.meta Add support for directional light 8 年前
FinalPass.shader tabs -> spaces 8 年前
FinalPass.shader.meta More work 8 年前
FptlLighting.cs Added back the "ref" modifiers to DrawRenderer APIs (needs C++ too) 8 年前
FptlLighting.cs.meta throwing in fptl project 8 年前
Internal-DeferredComputeShading.compute HDRenderPipeline: Add object scale 8 年前
Internal-DeferredComputeShading.compute.meta Support for compute shader evaluation of lights (single pass only so far) 8 年前
Internal-DeferredReflections.shader increase precision to full floats for _CameraDepthTexture 8 年前
Internal-DeferredReflections.shader.meta throwing in fptl project 8 年前
Internal-DeferredShading.shader increase precision to full floats for _CameraDepthTexture 8 年前
Internal-DeferredShading.shader.meta throwing in fptl project 8 年前
LightBoundsDebug.shader Initial metal support kickoff. Tweaked shader pragma targets from 5.0 to 4.5. Added metal to only_renderers lists. Added initial platform header API/Metal.hlsl. Couple of include paths changed to absolute until a bugfix lands on Unity side. 8 年前
LightBoundsDebug.shader.meta Debug code for visualizing light bounds 8 年前
LightDefinitions.cs [refactor namespace] 8 年前
LightDefinitions.cs.hlsl HDRenderLoop: Add velocity shader pass 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
LightingConvexHullUtils.hlsl updating a comment 8 年前
LightingConvexHullUtils.hlsl.meta added include guards to hlsl codegen 8 年前
LightingTemplate.hlsl prepare for platforms with compute but no texCubeArray 8 年前
LightingTemplate.hlsl.meta HDRenderLoop; start support of reflection probe 8 年前
LightingUtils.hlsl HDRenderLoop: FPTL merge - Enable bigtile, need to fix cluster 8 年前
LightingUtils.hlsl.meta Merge remote-tracking branch 'origin/master' 8 年前
ReflectionTemplate.hlsl prepare for platforms with compute but no texCubeArray 8 年前
ReflectionTemplate.hlsl.meta HDRenderLoop; start support of reflection probe 8 年前
RegularForwardLightingTemplate.hlsl added shader and script side for conventional forward 8 年前
RegularForwardLightingTemplate.hlsl.meta HDRenderLoop: Add area light code (not working) 8 年前
RegularForwardLightingUtils.hlsl switch some structured buffers to regular buffers 8 年前
RegularForwardLightingUtils.hlsl.meta HDRenderLoop: Add area light code (not working) 8 年前
RegularForwardReflectionTemplate.hlsl added shader and script side for conventional forward 8 年前
RegularForwardReflectionTemplate.hlsl.meta HDRenderLoop: Add area light code (not working) 8 年前
SortingComputeUtils.hlsl separate out sort routines 8 年前
SortingComputeUtils.hlsl.meta HDRenderLoop: Fix compil error 8 年前
StandardTest.shader Initial metal support kickoff. Tweaked shader pragma targets from 5.0 to 4.5. Added metal to only_renderers lists. Added initial platform header API/Metal.hlsl. Couple of include paths changed to absolute until a bugfix lands on Unity side. 8 年前
StandardTest.shader.meta HDRenderLoop; start support of reflection probe 8 年前
TiledLightingTemplate.hlsl revert duplicates and globals declarations 8 年前
TiledLightingTemplate.hlsl.meta HDRenderLoop; start support of reflection probe 8 年前
TiledLightingUtils.hlsl apparently we don't support uniforms in #ifdef in compute with multiple kernels 8 年前
TiledLightingUtils.hlsl.meta HDRenderLoop; start support of reflection probe 8 年前
TiledReflectionTemplate.hlsl added shader and script side for conventional forward 8 年前
TiledReflectionTemplate.hlsl.meta HDRenderLoop; start support of reflection probe 8 年前
UnityStandardForwardNew.cginc enable gi in fwd shader (already enabled in deferred) 8 年前
UnityStandardForwardNew.cginc.meta HDRenderLoop; start support of reflection probe 8 年前
lightlistbuild-bigtile.compute Merge branch 'master' into metal 8 年前
lightlistbuild-bigtile.compute.meta added include guards to hlsl codegen 8 年前
lightlistbuild-clustered.compute decided to go with 128 for clustered (since it's less confined in range) 8 年前
lightlistbuild-clustered.compute.meta Add a test scene for HDRenderLoop 8 年前
lightlistbuild.compute misc bug fixes 8 年前
lightlistbuild.compute.meta throwing in fptl project 8 年前
renderloopfptl.asset apparently we don't support uniforms in #ifdef in compute with multiple kernels 8 年前
renderloopfptl.asset.meta throwing in fptl project 8 年前
scrbound.compute support both left and right hand camera space in shaderland (think we'll match cpp side by default) 8 年前
scrbound.compute.meta throwing in fptl project 8 年前