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Aras Pranckevicius 48cd6d9a API change: ComputeDispatch -> DispatchCompute 8 年前
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ClusteredUtils.h tabs -> spaces 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 API change: ComputeDispatch -> DispatchCompute 8 年前
FptlLighting.cs.meta throwing in fptl project 9 年前
Internal-DeferredReflections.shader tabs -> spaces 8 年前
Internal-DeferredReflections.shader.meta throwing in fptl project 9 年前
Internal-DeferredShading.shader Always do HDR in FPTL test, switch albedo buffers to LDR 8 年前
Internal-DeferredShading.shader.meta throwing in fptl project 9 年前
LightDefinitions.cs tabs -> spaces 8 年前
LightDefinitions.cs.hlsl tabs -> spaces 8 年前
LightDefinitions.cs.hlsl.meta Add support for directional light 8 年前
LightDefinitions.cs.meta throwing in fptl project 9 年前
LightingTemplate.hlsl ensure sorted volume shapes within each model type 8 年前
LightingTemplate.hlsl.meta HDRenderLoop; start support of reflection probe 8 年前
LightingUtils.hlsl separating out some utility functions which make sense for conventional fwd as well as tiled. 8 年前
ReflectionTemplate.hlsl ensure sorted volume shapes within each model type 8 年前
ReflectionTemplate.hlsl.meta HDRenderLoop; start support of reflection probe 8 年前
StandardTest.shader tabs -> spaces 8 年前
StandardTest.shader.meta HDRenderLoop; start support of reflection probe 8 年前
TiledLightingTemplate.hlsl tabs -> spaces 8 年前
TiledLightingTemplate.hlsl.meta HDRenderLoop; start support of reflection probe 8 年前
TiledLightingUtils.hlsl separating out some utility functions which make sense for conventional fwd as well as tiled. 8 年前
TiledLightingUtils.hlsl.meta HDRenderLoop; start support of reflection probe 8 年前
TiledReflectionTemplate.hlsl tabs -> spaces 8 年前
TiledReflectionTemplate.hlsl.meta HDRenderLoop; start support of reflection probe 8 年前
UnityStandardForwardNew.cginc tabs -> spaces 8 年前
UnityStandardForwardNew.cginc.meta HDRenderLoop; start support of reflection probe 8 年前
lightlistbuild-clustered.compute include quick sphere test in fptl as well 8 年前
lightlistbuild-clustered.compute.meta Add a test scene for HDRenderLoop 8 年前
lightlistbuild.compute prepare for available emission 8 年前
lightlistbuild.compute.meta throwing in fptl project 9 年前
renderloopfptl.asset make all kernels available and slot in clustered shader 8 年前
renderloopfptl.asset.meta throwing in fptl project 9 年前
scrbound.compute prepare for available emission 8 年前
scrbound.compute.meta throwing in fptl project 9 年前