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Sebastien Lagarde 44dc1fce Move SSS files, move code to Subsurface manager 7 年前
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AtmosphericScattering Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into volumetrics 7 年前
HDRISky Merge branch 'master' 7 年前
ProceduralSky Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into volumetrics 7 年前
AtmosphericScattering.meta Implemented base of "Atmospheric Scattering" framework. 7 年前
BlitCubemap.shader Replace all sampler macros with SAMPLER 7 年前
BlitCubemap.shader.meta Added the possibility to override lighting with a user specified cubemap (this will be provided to both enlighten and the default reflection probe) 8 年前
HDRISky.meta Started refactoring for sky framework. 8 年前
OpaqueAtmosphericScattering.shader HDRenderPipeline: Add xboxone support 7 年前
OpaqueAtmosphericScattering.shader.meta Implemented base of "Atmospheric Scattering" framework. 7 年前
ProceduralSky.meta Ported Legacy Unity procedural sky to HDRP and renamed our ProceduralSky to BlacksmithSky (pending removal) 7 年前
SkyManager.cs Move SSS files, move code to Subsurface manager 7 年前
SkyManager.cs.meta Started refactoring for sky framework. 8 年前
SkyRenderer.cs Ported Legacy Unity procedural sky to HDRP and renamed our ProceduralSky to BlacksmithSky (pending removal) 7 年前
SkyRenderer.cs.meta Started refactoring for sky framework. 8 年前
SkySettings.cs Implemented base of "Atmospheric Scattering" framework. 7 年前
SkySettings.cs.meta Added a CommonSettings component to handle the choice of the SkyRenderer and later other global scene settings. 8 年前
SkySettingsSingleton.cs Cleanup / conventions 7 年前
SkySettingsSingleton.cs.meta [HDLoop] Use scene singleton pattern for skysettings and common settings. The idea is that when a scene is activated we look to see if there are any override settings in that scene; if so we apply them. If there are no override settings we just do the default. 8 年前
SkyVariables.hlsl Remove `sampler_SkyTexture` and `sampler_MainTex` 7 年前
SkyVariables.hlsl.meta - Properly integrated fog for transparent Lit/Unlit materials. 7 年前